D&D General Tor-eal (1000 years after the Devils win the Blood War)

Levistus's_Leviathan

5e Freelancer
Here's the list the planetouched supernatural feats of Tor-eal, which can fairly easily be transferred to any other world:

Planetouched
In Tor-eal, after the Outer Planes were severed from the Inner Planes, the planes that remained a part of the connected cosmology gained more influence and affect over the Material Plane. This caused the births of more Genasi and more Planetouched to come into existence. These individuals are tied to specific planes, and count as supernatural gifts. Any race can become planetouched by any plane, typically by traveling into the deepest parts of another plane, and can be strengthened through other powers and magic. These are the following planes and supernatural gifts attached to them:

  • Hollow One for the Shadowfell
  • Shining One for the Feywild
  • Scorched One for the Elemental Plane of Fire
  • Drowned One for the Elemental Plane of Water
  • Light One for the Elemental Plane of Air
  • Rocky One for the Elemental Plane of Earth
  • Shattered One for the Elemental Chaos
  • Phantasmal One for the Ethereal Plane
  • Warped One for the Far Realm
Only rarely is one planetouched, and even more rare are the few cases where one was planetouched by two or more planes. Those touched by the planes that give them more pleasing physical ones, or don't change their physical traits in a negative way, are called Planeblessed, while those touched by more outwardly harmful planes are considered Planescarred. Those touched by multiple planes are called Planewrought. An individual that is planetouched by all 4 of the main elemental planes gains the Shattered One Supernatural Gift, but it can also be gained by those not touched by all 4 planes.

The DM chooses when a Supernatural Gift is awarded, but typically one is chosen by the player at level 1. Others are typically awarded by the DM when the story would warrant it. These supernatural gifts are additions to those in Mythic Odysseys of Theros, only some of which are available in Tor-eal. The following Supernatural Gifts are considered Planetouched Supernatural Gifts:

Shining One
As a Shining One, your soul is filled with the bright, bursting emotional energy of the Feywild. Becoming a Shining One is a Planetouched Supernatural Gift that bestows upon you the following traits:
Longlived. It takes you 10 years to physically age one year.
Fey Appearance. You retain your creature type, yet you register as fey to spells and other effects that detect the presence of the fey creature type.
Bursting Energy. A creature that reduces you to 0 hit points takes radiant damage equal to your proficiency bonus.
Radiant Step. As an action, you can teleport up to 30 feet to an unoccupied space you can see, and each creature within 5 feet of your destination or origin (your choice) takes radiant damage equal to your level. Once you use this feature, you can't do so again until you take a long rest.

Scorched One
As a Scorched One, your body and mind are both burned by the deadly flames of Elemental Fire. Becoming a Scorched One burns your body and gives you a Planetouched Supernatural Gift that gives the following:
Ageless. You don't age, and effects that would cause you to age don't work on you.
Flaming Nature. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Burning Life. When you regain hit points, a creature of your choice within 5 feet takes fire damage equal to your level. If no creatures are within 5 feet of you, an object of your choice takes this damage.
Flaming Fury. As an action, your flaming nature spontaneously ignites everything around you. Each flammable object that is neither being worn nor carried, as well as each creature within 10 feet of you bursts into flames. At the start of each turn of the ignited creature, they take fire damage equal to your proficiency bonus until the fire goes out. The fire can be put out by the object or creature being submerged in water, or if they or a creature within 5 feet uses an action to make a Dexterity check, DC 10 + half your total level. On a success, the fire is put out and they stop burning. An object takes this fire damage at the end of initiative count 0.

Drowned One
As a Drowned One, you have ventured, or otherwise been touched by the deepest, wettest parts of the Elemental Plane of Water and become transformed by it. Becoming a Drowned One is a Planetouched Supernatural Gift that bestows the following traits:
Ageless. You don't age and effects that would cause you to age don't work on you.
Watery Form. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Aqueous. You can breath in all liquids, and gain a swimming speed equal to 30 feet. If you already have a swimming speed, it increases by 30 feet.
Wave. As an action, you can cause a wave of water to pour out of any orifices of your body of your choice. Each creature in a 30 foot cone in a direction of your choosing must succeed on a Dexterity saving throw, taking bludgeoning damage equal to your level on a fail and is pushed 10 feet away in a line, or half as much damage on a success and it isn't moved. The DC for the saving throw is 10 + half your total level.

Light One
As a Light One, you have formed a bond, voluntary or not, with the Elemental Plane of Air. You may have inhaled magical air from that plane, or fallen for days through the airy void. Becoming a Light One is a Planetouched Supernatural Gift that bestows the following traits:
Ageless. You don't age and effects that would cause you to age don't work on you.
Airy Presence. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of elemental creature type.
Light Body. You weigh half as much as before, and when you fall you descend 60 feet a round and don't take fall damage.
Burst of Wind. As an action, a creature of your choice within 60 feet of you takes bludgeoning damage equal to your proficiency bonus. They also fall prone and are moved in any direction of your choice 10 feet. Once you use this feature, you cannot do so again until you take a long rest.

Rocky One
As a Rocky One, you have in some way been close to the stony energies of the Elemental Plane of Earth and been changed by it. Your skin may become the color of a type of stone and may become rougher and harder. Becoming a Rocky One is a Planetouched Supernatural Gift that bestows the following traits:
Ageless. You don't age and effects that would cause you to age don't work on you.
Stony Body. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Sturdy Form. You gain advantage on ability checks and saving throws against being knocked prone or otherwise moved involuntarily.
Earthen Shield. As an action, rocky material forms around your skin to protect you, granting you temporary hit points equal to your level that last until you take a long rest. Once you use this feature, you can't again until you take a long rest.

Shattered One
As a Shattered One, you have been torn apart by the maddening collisions of the Elemental Chaos. Elemental energy leaks from your body and can change the environment around you, and you may be more impulsive and erratic. Becoming a Shattered One is a Planetouched Supernatural Gift that bestows the following upon you:
Ageless. You don't age, and effects that would cause you to age don't work on you.
Elemental Soul. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Chaotic. You have advantage on saving throws against being charmed.
Unleash the Elements. As an action, each creature within 30 feet of you takes damage equal to your level. You choose the damage for each individual from the following list: acid, cold, fire, lightning, or thunder damage.

Phantasmal One
As a Phantasmal One, you have been ravaged by Ethereal Cyclones or another ephemeral hazard of the Ethereal Plane, disconnecting you from physical matter. Becoming an Ethereal One is a Planetouched Supernatural Gift that bestows the following:
Ageless. You don't age and effects that would cause you to age don't work on you.
Spectral Spirit. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.
Weightless. You are light enough that traps dependent on gravity pulling on your body have no effect on you, and your jump distance is multiplied by three while you are not encumbered. Gravity still pulls on you, and you still take fall damage.
Incorporeal. As an action, you can become incorporeal. You may fly in any direction 30 feet and move through objects and creatures freely. If you end your turn in an object or creature, you take 1d10 force damage and are shunted to the nearest unoccupied space. This effect ends at the end of your turn. Once you use this feature, you can't do so again until you take a long rest.

Warped One
As a Warped One, the Far Realm has tormented you mentally and physically. This warping has changed your appearance to become more aberrant, and broken your mind. Becoming a Warped One is a Planetouched Supernatural Gift that bestows the following traits:
Maddened. You have one indefinite madness (roll to determine it).
Aberrant Scarring. You retain your creature type, yet you register as aberration to spells and other effects that detect the aberration creature type.
Horrific Mind. You have advantage on saving throws against being frightened.
Aura of Insanity. As an action, no creature within 10 feet of you can have advantage on any attack roll, ability check, or saving throw until the end of their next turn. Once you use this feature, you can't do so again until you take a long rest.

Okay, those are the current Planetouched Supernatural Gifts. I may add more for the combined elemental planes, but this is it for now. Any thoughts?
 
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Levistus's_Leviathan

5e Freelancer
Draevar (Driders): After being driven from their drow cities, abhorred by all the races of the Underdark and surface alike, forced to flee to the surface by the Duergar, and chased out of the forests by the Minotaurs, the driders are no strangers to being rejected due to their looks. Though Lolth did perish or was banished, her curse was not lifted from the twisted Driders. Instead, they became their own race of people, able to reproduce by laying eggs, and able to create their own culture as well. Thrown out by all those who saw their horrifying forms, with no end in sight to their torment, the Driders left to the Feydark to become a seclusive race of fey creatures.

Though they were never fully accepted into the Gloam Council, they were allowed to create settlements in the feyish caverns. Allied with, but not full members with the Gloam Council, they had to fend for themselves. They cultivated fungi in the Feydark, and would use their webs to trap prey that they would then devour. Over the course of a thousand years, they shrunk slightly in size to make it so they didn't need to eat as much, they lost their venomous bites, and took up the art of silk weaving. They became masters of tapestry making, and could create useful items with their spider silk. They also became excellent trappers and ambushers of the prey, which included the beasts of the Feydark and surface Feywild, as they would often dwell near disguised exits of the Feydark to ambush prey. They also changed their name to the Draevar, and still appear as drow with the lower portion of their bodies being spider abdomens.

They are reluctant traders, and their silken creations are envied by those who do not have them. A drider that journeys to the surface of the Feywild is accepted and well known, due to their excellent ability to create artistic objects. Now, their society is based on hunting, as those that eat more produce more silk, which they can use to build large webbed homes that hang from the roof of the caverns of the Feydark. Those with larger, grander homes are seen as favored by fate, as they are lucky enough to have plentiful access to food.

Draevar Names
Female Names:
Archiava, Ayvaka, Bria'zara, Cleastari, Dridela, Eacara, Hae'lora, Jasorae, Kevethores, Luizerai, Pelioneh, Qwaeflo'rae, Reasthara, Seewilvary, Twilyaeh, Ufarya, Vyellith, Wyae'sthvoe, Xaelya, Yuara, Zaika'flor
Male Names: Arias, Azyoreth, Biar'xalyas, Caefortil, Dyex'norin, Esthyn, Iw'zikaer, Jlest'zer, Lao'telyr, Nethitor, Ostarin, Pwelliq, Queth'alfaer, Roelizk, Suolarith, To'zayfin, Velzkuon, Xarin, Yiwaer, Zail'wuth
Surnames: Aefleraek, Culzayin, Daerlundar, Eythorwilk, Flehnoric, Hiynather, Ifvarinyel, Kaelrowinath, Noataloryinth, Oywalitan, Qyithanor, Rilinthal, Ualreth, Vloneythar, Wilsayar, Xiathinathor, Yvcarin, Zyalthor

Draevar (Drider) Traits
Your draevar character has the following racial traits.
Ability Score Increase.
Your Strength, Dexterity, and Constitution Scores all increase by 1.

Age.
Draevar hatch after 6 months inside an egg, and mature at around 100 years of age, and can live to up to 550 years old.

Alignment.
Draevar are typically chaotic due to their lifestyle, and tend to lean towards neutrality as well, due to their independence.

Size.
Draevar stand between just above 6 and a half feet to about 7 and a half feet in height. Their spider bodies reach about 4 feet high at your waist. Your size is Medium.
Here's how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 1d12
Height = 6 feet + 6 inches + your size modifier in inches
Weight in pounds = 420 + (2d10 x your size modifier)

Speed.
Your base walking speed is 30 feet.

Fey.
Your creature type is fey, rather than humanoid.

Spider Climb.
You have a climbing speed of 30 feet, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Arachnid Build.
You count as one size larger when determining your carrying capacity, as well as how much you can push or drag.

Innate Spellcasting.
You know the thorn whip, and can cast it requiring no material components. When you reach 3rd level, you can cast the snare spell once with this trait and regain the ability to do so again once you finish a long rest. At 5th level, you can cast the web once with this trait and regain the ability to do so again when you take the long rest. Wisdom is your spellcasting ability for this trait.

Sunlight Sensitivity.
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Darkvision.
You can see in dim light as if it were bright light, and in darkness as if it were dim light out to a range of 90 feet. You can't see color in darkness, only making out shades of gray.

Draevar Silk Weaving.
You have proficiency in weavers' tools, and can produce silk with your spider body's spinnerets. During a long rest, if you have eaten within the past day, your body can produce up to 10 feet of silk rope. During this long rest, if you have weavers' tools on your person, you can create a 5 square foot piece of silken fabric, which can be turned into a blanket, cloth, clothes, whips, or other objects created out of silk with your DM's discretion.

Web.
While you are in contact with a web, you know the exact location of any other creature in contact with the same web. Additionally, you can shoot restraining strands of webs from your abdomen. As a ranged weapon attack, you can shoot the webs with a range of 20 feet, and a long range of 60 feet. If you hit a creature with the webs, they become restrained by the webs. A restrained creature can use an action to make a Strength check, with the DC being 8 + your proficiency bonus + your Strength modifier, bursting the webbing and ending the condition on a success. The webbing can also be attacked and destroyed. The webbing has an AC equal to 10 + half your total level, and it has an amount of hit points equal to 5 x your total level, as well as vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. You can use this attack an amount of times equal to your proficiency bonus, regaining all uses at the end of a long rest.

Natural Armor.
You have a tough exoskeleton on your lower spider form, which can aid in blocking attacks. While you are not wearing armor or you are wearing armor that would give you a lower armor class than this natural armor would, your AC is 14 + your proficiency bonus. You can gain the benefits of a shield and gain the benefit of this AC at the same time.

Languages.
You can speak, read, write, and understand Common, Elven, Sylvan, and Umber.
 

Thirteenspades

Great Wyrm
Draevar (Driders): After being driven from their drow cities, abhorred by all the races of the Underdark and surface alike, forced to flee to the surface by the Duergar, and chased out of the forests by the Minotaurs, the driders are no strangers to being rejected due to their looks. Though Lolth did perish or was banished, her curse was not lifted from the twisted Driders. Instead, they became their own race of people, able to reproduce by laying eggs, and able to create their own culture as well. Thrown out by all those who saw their horrifying forms, with no end in sight to their torment, the Driders left to the Feydark to become a seclusive race of fey creatures.

Though they were never fully accepted into the Gloam Council, they were allowed to create settlements in the feyish caverns. Allied with, but not full members with the Gloam Council, they had to fend for themselves. They cultivated fungi in the Feydark, and would use their webs to trap prey that they would then devour. Over the course of a thousand years, they shrunk slightly in size to make it so they didn't need to eat as much, they lost their venomous bites, and took up the art of silk weaving. They became masters of tapestry making, and could create useful items with their spider silk. They also became excellent trappers and ambushers of the prey, which included the beasts of the Feydark and surface Feywild, as they would often dwell near disguised exits of the Feydark to ambush prey. They also changed their name to the Draevar, and still appear as drow with the lower portion of their bodies being spider abdomens.

They are reluctant traders, and their silken creations are envied by those who do not have them. A drider that journeys to the surface of the Feywild is accepted and well known, due to their excellent ability to create artistic objects. Now, their society is based on hunting, as those that eat more produce more silk, which they can use to build large webbed homes that hang from the roof of the caverns of the Feydark. Those with larger, grander homes are seen as favored by fate, as they are lucky enough to have plentiful access to food.

Draevar Names
Female Names:
Archiava, Ayvaka, Bria'zara, Cleastari, Dridela, Eacara, Hae'lora, Jasorae, Kevethores, Luizerai, Pelioneh, Qwaeflo'rae, Reasthara, Seewilvary, Twilyaeh, Ufarya, Vyellith, Wyae'sthvoe, Xaelya, Yuara, Zaika'flor
Male Names: Arias, Azyoreth, Biar'xalyas, Caefortil, Dyex'norin, Esthyn, Iw'zikaer, Jlest'zer, Lao'telyr, Nethitor, Ostarin, Pwelliq, Queth'alfaer, Roelizk, Suolarith, To'zayfin, Velzkuon, Xarin, Yiwaer, Zail'wuth
Surnames: Aefleraek, Culzayin, Daerlundar, Eythorwilk, Flehnoric, Hiynather, Ifvarinyel, Kaelrowinath, Noataloryinth, Oywalitan, Qyithanor, Rilinthal, Ualreth, Vloneythar, Wilsayar, Xiathinathor, Yvcarin, Zyalthor

Draevar (Drider) Traits
Your draevar character has the following racial traits.
Ability Score Increase.
Your Strength, Dexterity, and Constitution Scores all increase by 1.

Age.
Draevar hatch after 6 months inside an egg, and mature at around 100 years of age, and can live to up to 550 years old.

Alignment.
Draevar are typically chaotic due to their lifestyle, and tend to lean towards neutrality as well, due to their independence.

Size.
Draevar stand between just above 6 and a half feet to about 7 and a half feet in height. Their spider bodies reach about 4 feet high at your waist. Your size is Medium.
Here's how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 1d12
Height = 6 feet + 6 inches + your size modifier in inches
Weight in pounds = 420 + (2d10 x your size modifier)

Speed.
Your base walking speed is 30 feet.

Fey.
Your creature type is fey, rather than humanoid.

Spider Climb.
You have a climbing speed of 30 feet, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Arachnid Build.
You count as one size larger when determining your carrying capacity, as well as how much you can push or drag.

Innate Spellcasting.
You know the thorn whip, and can cast it requiring no material components. When you reach 3rd level, you can cast the snare spell once with this trait and regain the ability to do so again once you finish a long rest. At 5th level, you can cast the web once with this trait and regain the ability to do so again when you take the long rest. Wisdom is your spellcasting ability for this trait.

Sunlight Sensitivity.
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Darkvision.
You can see in dim light as if it were bright light, and in darkness as if it were dim light out to a range of 90 feet. You can't see color in darkness, only making out shades of gray.

Draevar Silk Weaving.
You have proficiency in weavers' tools, and can produce silk with your spider body's spinnerets. During a long rest, if you have eaten within the past day, your body can produce up to 10 feet of silk rope. During this long rest, if you have weavers' tools on your person, you can create a 5 square foot piece of silken fabric, which can be turned into a blanket, cloth, clothes, whips, or other objects created out of silk with your DM's discretion.

Web.
While you are in contact with a web, you know the exact location of any other creature in contact with the same web. Additionally, you can shoot restraining strands of webs from your abdomen. As a ranged weapon attack, you can shoot the webs with a range of 20 feet, and a long range of 60 feet. If you hit a creature with the webs, they become restrained by the webs. A restrained creature can use an action to make a Strength check, with the DC being 8 + your proficiency bonus + your Strength modifier, bursting the webbing and ending the condition on a success. The webbing can also be attacked and destroyed. The webbing has an AC equal to 10 + half your total level, and it has an amount of hit points equal to 5 x your total level, as well as vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. You can use this attack an amount of times equal to your proficiency bonus, regaining all uses at the end of a long rest.

Natural Armor.
You have a tough exoskeleton on your lower spider form, which can aid in blocking attacks. While you are not wearing armor or you are wearing armor that would give you a lower armor class than this natural armor would, your AC is 14 + your proficiency bonus. You can gain the benefits of a shield and gain the benefit of this AC at the same time.

Languages.
You can speak, read, write, and understand Common, Elven, Sylvan, and Umber.
What about an entry on Dragons?
 

Levistus's_Leviathan

5e Freelancer
The Afterlife: Before the Catastrophe, all of the souls of the dead were funneled by the Raven Queen into the Fugue Plane, where they would stay until they would be scattered across the Outer Planes based on their beliefs or alignment. Though there were other facets of the system, this is it in its simplified form. This system had to end after the Catastrophe and was transformed due to the Great Sacrifice, and there were many reasons for this change.

The prime reason was the fact that the Outer Planes were no longer accessible, which shut off most of the system. Additionally, there were Devils that resided in the Fugue Plane, which they would use to recruit souls to the infernal forces of the Nine Hells, and at the end of the Catastrophe, this became a problem. During the Catastrophe, the pact that the Devils and Celestials made swore that no devil would go into the Material Plane unless summoned, which was enforced by a barrier called the Waypoint, and it worked on the Celestials as well. The Celestials had power over the Waypoint, and kept the barrier up for as long as possible. During the time that the pact between the Devils and Celestials was broken, this barrier was able to continue existing for as long as the Celestials devoted energy to maintaining it. This caused the Devils to search for another way into the Material Plane, which they decided would be easiest through the Fugue Plane.

The Devils traveled to the Fugue Plane, and began to invade the Shadowfell from the connection between the two, with tens of thousands of devils coming through. At this moment, the Celestials knew what they had to do. They travelled to the Material Plane, the gods sacrificed themselves, forcing all of the devils out of the Material Plane, and creating the Eternal Shield between the Inner and Outer Planes. The Fugue Plane was forced into the Outer Planes, as it was under the control of the Devils, thus creating another problem.

The Raven Queen began to experience a surge of souls. The invasion of the Devils, and other events in the Catastrophe caused a surge of deaths, which would have overwhelmed the Raven Queen if not for the sacrifice of the death gods, who devoted parts of their essence to the Raven Queen. These gods, which included Kelemvor, Jergal, Myrkul, Shar, and a few other minor deities, gave all of their power that they didn't devote to the Eternal Shield to the Raven Queen so that she would have the power and agency to restructure the afterlife.

With this bestowed power, the Raven Queen was able to unify her form into one purpose in the moment of need, and was able to reform the afterlife system within 24 hours of the Great Sacrifice. In order to allow her to not have to focus around gathering the souls, she changed the Ethereal Plane, making it gain the primary purpose of transporting the souls of the deceased sentient creatures to the Raven Queen's Fortress of Memories in the Shadowfell. When souls arrived, the Raven Queen would learn everything about them, and judge them. If they were neutral or didn't accomplish anything worthwhile in their lifetime, they were normally stripped of their memories and reincarnated. If they were the soul of a good elf, she would send them to Evermeet. If they were the soul of a good non-elf, she would give them the Paradise. If they were the soul of an evil creature, she would send them to the Punishment.

When the Raven Queen took in a soul, she would scan all their memories and categorize them. All of the good memories would be separated from the bad ones, and all neutral/boring memories were forgotten from the multiverse. She would gather the good memories and send them to a bright demiplane above Evermeet called "The Paradise", which was a heaven where all good moments of every creature that has ever existed were gathered, creating a paradise for the souls of the good dead. The good souls would dwell in the Paradise for a time, before the Raven Queen would reincarnate the souls in a new form for a new life. Depending on how good the individual soul was, the longer it got to reside in the Paradise.

Then, she also created the punishment. She gathered every horrible memory from every creature that had died after the Catastrophe, and created the Domain of Dread called "The Punishment" to contain them. The Punishment was unique, where the bad memories would physically manifest, and torment the damned sent there by the Raven Queen. Not many souls would stay in the Punishment for long, as the Raven Queen would also reincarnate those who were bad people, but not the worst souls of the multiverse fairly shortly after sending them into the Domain of Dread. Those that tried to destroy the gods, rule as a tyrant over kingdoms, killed hundreds in their lifetime, or consumed the souls of others were sent to the Punishment for hundreds of years, occasionally for all of eternity if they did enough bad things in their life. Most undead who had souls and then perished were sent to the Punishment for eternity.

The Punishment is a huge demiplane, much bigger than the Paradise, and many scales of magnitude bigger than the Inner Planes. It was a bleak, hopeless land, filled with figments of memories that took physical form. Though those who were sent here also had physical forms, they never truly died, reforming a day after they perished. Inside the deepest parts of the Punishment, the worst memories of all those who died would gather, creating a wasteland called the Bleak Fields of Tortured Minds, where the darkest figures in existence could be found. The absolute worst memories could be found in this land, and many of them would gather into one solid being whose name is whispered among the churches of the Raven Queen. Known as the Abomination, this culmination of millions of unfathomable terrors had chains of black iron with the souls of the worst people in existence, whose sole purpose was to hunt down the damned in the Punishment and cause them to suffer hell for the rest of their existence.

The Raven Queen would occasionally curse the dreams of a creature who has cheated death or committed many awful acts in their lifetime, sending their dreams to the Punishment. If someone died and they didn't complete an important task, the Raven Queen would occasionally give them a new body as a Revenant. A creature whose soul never made it to the Raven Queen would continue existing as some form of incorporeal undead, who the followers of the Raven Queen despised.

This is the main afterlife system, and it applies to most sentient creatures. Aasimar who were descended from a living angel could have their souls sent to that angel so that they could be rewarded or punished based on their ancestor's judgement. There were other exceptions to this system, but in general, this is the afterlife.
 

Levistus's_Leviathan

5e Freelancer
Okay, I just created a subclass for this world, but it can be used in any. I have it in the character builder, but it's being weird and not letting me publish it (and I wouldn't anyway until I playtest it). It is a paladin subclass that is common in Tor-eal, mostly found in the Yikkan Goblinoid societies. They are essentially eldritch bodyguards for mages, focusing on protecting and spreading arcane power.

Paladin

Base Class:Paladin
The Oath of the Arcane is sworn by those who wish to carry out the goals of those who are true masters of arcane powers, while not wishing to become a master themselves. Often called Arcane Warriors or Eldritch Bulwarks, they who swear the oath vow to protect the mission of eldritch powers and block attacks against their mage masters. Though they are far arcane power from the exemplars that are wizards, sorcerers, and warlocks, they do gain some eldritch magic from the oath that they uphold.
Though Eldritch Bulwarks do vow to protect masters of arcana, they do not hold this to be a universal law amongst their orders. Some of these paladins do choose to protect any mage under nearly any conditions, but most are more selective, choosing masters to serve depending on their goals, alignment, ideals, and other important factors. In many worlds there are paladins who devote themselves to divine orders, but it is rare to find paladins who serve arcane powers. In Toril, they may swear themselves to the Weave, Mystra, Azuth, or an ancient Netheril wizard or lich. In Eberron, knights of this order may serve the Ring of Siberys, The Shadow, Sul Khatesh, or the Wizards of Arcanix. IN Exandria, these knights may serve the Cerberus Assembly, the Luxon, or another arcane power. In Tor-eal, the Yikkan Goblinoids have many servants of the Yikare, and Oath of the Arcane paladins are relatively common. Others of this order in Tor-eal may swear themselves to Vecna, Zilya Darkcord, or the master artificers of Lantan.
TENETS OF THE ARCANE
The tenets of the Oath of the Arcane focus on protecting arcane masters and spreading the touch of eldritch magic.
Resilience. Be the bulwark that deflects the attacks of the forces of chaos when they target masters of the arcane powers.
Eldritch Might. Arcane power will preserve the foundations of the world as long as it has worthy followers. As eldritch magic spreads through the world, it will become a better place, a haven to masters of arcana.
Spread the Word. Be a missionary of the arcane masters, recruit all who are willing to study arcane magic, and strengthen the roots of magic in the realm. Never force and never preach. Instead, be an example to those who do not follow the Art, and practice magic in patience.
Exorcism of Psionics.Crush all those who practice the abomination that is psionics. Psychic powers are alien and must be destroyed before they can disease the land around them. Never allow a psion or aberration to escape your grasp.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Arcane Empowerment. When a creature within 30 feet of you (including you) casts a spell using a spell slot, you may use your reaction to cause the spell to come into effect without expending a spell slot, using your Channel Divinity instead. The spell slot used to cast the spell must be of a level equal to your proficiency bonus or lower.
Eldritch Weapon. As a bonus action, you can imbue one weapon that you are holding with forceful arcane energy, using your Channel Divinity. For the next minute, when you hit with this weapon, all damage that you deal with its attack deals force damage. Additionally, it deals extra force damage equal to your proficiency bonus.
If the weapon ever leaves your hand, you can choose to teleport it instantly back to your hand (no action required). If you are ever incapacitated, this effect ends. Additionally, if you take damage from a creature within 30 feet of you, you may end this effect as a reaction, dealing force damage to the creature equal to 2d10 + your paladin level.
Oath Spells
Oath of the Arcane Spells

Aura of Arcana
Beginning at level 7, eldritch power surrounds you, causing others to have a more difficult time avoiding spell effects. Each creature of your choice within 10 feet of you has disadvantage on saving throws against spells and other magical effects.
At 18th level, the range of this aura increases to 30 feet.
Mimic Magic.
Starting at 15th level, when a creature within 60 feet of you casts a spell, you may quickly learn how to cast that spell. If the spell is of a level you can cast, it becomes a paladin spell for you and you prepare it, not counting against the amount of spells you can normally prepare. Sometime before you take a long rest, you may cast any spell prepared this way once without expending a spell slot. You may use this feature an amount of times equal to your Charisma modifier (minimum of once), regaining all uses when you take a long rest. At the end of a long rest, you forget all spells prepared this way.
Eldritch Bastion
At 20th level, you can harness your inner arcane power to become an embodiment of eldritch energy, causing your eyes to glow and your body to float. As an action, you gain the following benefits for the next minute:
  • You gain a flying speed of 60 feet and can hover.
  • Whenever you cast a paladin spell that has a casting time of an action, you can instead choose to cast it using a bonus action.
  • When you deal damage with an attack or spell, instead of rolling damage, you deal the most damage possible.
Once you use this feature, you cannot do so again until you finish a long rest.
I would love any feedback, and you can use it if you want. I may change it in the future, but this is the most recent (and second) version of it.
 

Levistus's_Leviathan

5e Freelancer
Okay, got a bit more lore.

Dryads: During the Faerie War, when the Seelie Court was being reformed as the Society of Radiance, the Archfey decided to change certain aspects of how the different types of fey were created and produced. Happenstance transformed dopplegangers into changelings, St. Labelia turned some centaurs into ichthyocentaurs, and so on. The Green Lord Oberon decided in order to increase the amount of dryads, they needed to allow dryads to reproduce fully independent of any Archfey. In order to do so, he transformed all of the dryads' home oak trees into a male dryad, which became their mate, and allowed dryads to bond to any tree type of their choice.

Now, all male and female dryads can choose their mates, as other races do, no longer being linked to any individual tree or dryad. They are also capable of breeding with humans, elves, and half-elves to produce only Hamadryads, and can reproduce with Hamadryads, producing only Dryads. They bind themselves spiritually with any tree of their choice when they reach adulthood, choosing to live near those trees in the woods of the Feywild.

Harpies: After the Great Sacrifice, most of the gods were dead. This was disastrous and a negative event for most of the species of the Inner Planes, but not for all of them. Harpies were one of the races that benefitted from this event. Harpies had been created by the Seldarine, and cursed the elven gods, causing their monstrous nature. After the deaths of the Seldarine Pantheon, the harpies lost their hatred for the elven gods and also lost their inherent hunger for humanoid flesh, which was a bane afflicted upon them by an elven goddess.

The harpies started dwelling in forests, using their beautiful voices to attract mates, spread music across the woods, for communication, and to impress travelers to make them more likely to trade. They built houses on the canopies of the forests, woven out of branches, similar to nests. They would hunt prey as they needed, cultivate farms on top of the treetops, and spread their music wherever they could with their voices. They would also trade for food, shiny jewels, tools, and metal objects with other races, and they particularly were fond of dwarves and gnomes, whose stout nature they found amusing.

Seyri: Due to the restructuring of the Seelie Court, Queen Tinaria decided that they needed to create a race of Fair Folk with wings, similar to the Umber, but as a Seelie race. Over the course of about 900 years, the eladrin, halflings, huans, gnomes, sprites, and pixies of the surface Feywild eventually formed a race that was melded into the best and brightest features of the Seelie fey. They are a short race of happy and bubbly fey with multicolored fairy wings, spread throughout the Feywild.

Followers of the Society of Radiance, the Seyri are a delightful, pointy-eared folk of bards, rogues, sorcerers, warlocks, and paladins. Filled with joy, the Seyri love everything and everyone upon the first time encountering them. Their societies are diverse, filled with many different races, creating many art objects, instruments, songs, and poems.
 
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Levistus's_Leviathan

5e Freelancer
A while back, I was asked if I was going to add certain Eberron races to this world. I automatically knew that Dragonmarked races would not be available, but I was hesitant about a few of them. I have decided that the world will have Changelings and Shifters, but Warforged and Kalashtar are still Eberron specific. However, I did create equivalents to those, listed below with small descriptions (full lore and stats will come in later posts):

  • This world does not have Warforged, but there is something similar to them. This world's technology and magic has spread a lot since the Catastrophe, but they arenot as wide-spread as Eberron. Warforged were created in Eberron for the sole purpose of fighting in the Last War, but since Tor-eal has had no major human wars among the artificers of Lantan, they did not create Warforged. Instead, they began experimenting with creating constructs and sentience through the collaboration of Archivists, Transmuters, Magen-Masters, Battle Smiths, and creators of sentient magic items. After hundreds of years of experimenting and revisions, they eventually were able to create a fully sentient race of constructed humanoids, called the Golmeng (originally called Golemkin, but warped over hundreds of years). They originally created 4 types of the Golemkin; the Fleshlings, Alchemical Claylings, Immutables, and Craggened. They eventually were perfected and changed, causing there to be 3 subraces of the Golmeng, listed below:
  1. The Chelmic, whose bodies are created from a mixture of magical clay, small amounts of powdered mithral, and alchemical solvents, as well as other magical ingredients. Resistant to acid, Chelmic are a diverse and pliable subrace that have hardened skin and the ability to gain a small burst of speed.
  2. Immurts are Golmengs who are designed to be rigid and unchangeable, formed out of an adamantine and stainless-steel alloy, capable of absorbing electricity. Their bodies are rigid and strong, and they are incapable of having their bodies changed unwillingly.
  3. The rocky Gragnef are as hard as stone and as fiery as their molten hearts of elemental rubies. They are formed out of any type of igneous rock, and are as strong as the rocks that they were carved from. Resilient to extreme heat, Gragnef can spew magma out of their mouth to harm enemies.
  • Though this world does not have Quori or Kalashtar, their role in Eberron is filled in Tor-eal. The race that manages to fill their role are the Felshen, originally starting out as a fleshy, monstrous subrace of the Golmeng. However, unlike the Golmeng, who cannot reproduce as other races, the Felshen can. This race was created by the flesh-stitchers, alchemists, archivists, transmuters, and other fleshmancers of Lantan in their attempt to create a hyper-intelligent race of full humanoids. They appear as humans, but their skin are vibrant colors depending on the individual, ranging from bluish turquoise, green cyan, paper white, magenta, obsidian black, and cream-orange. Their hyper-intelligence and diversity makes them extremely adept at psionic powers, which they discovered for themselves, now becoming a fully independent race of people.
Those are the "short" descriptions of them. Later, more detailed posts on these races will be uploaded, as well as how they have effected the world.
 

Levistus's_Leviathan

5e Freelancer

Golmeng​

In Lantoin, the capitol city of Lantanea, over 700 years ago the master artifices of the city decided to experiment and see if they could achieve the seemingly impossible, the complete creation of full races of complete, sentient people. Up until this point, they were very aware of the possibilities of creating constructed people, like Steel Defenders, Homunculus Servants, Shield Guardians, Clockworks, Golems, and so on, but had not achieved the creation of a completely independent and truly sentient constructs.

They knew that sentience could be created through multiple effects, like the awaken spell, archivist-specialist artificers, the creation of sentient magic items, and similar magic. They also knew of the existence of fully sentient constructs, like Modrons, Inevitables, Magen, and other such creatures. However up until this point, they had never succeeded at any attempt to create a completely independent, fully sentient and self-willed, diverse and constructed race of authentic people, not some mere imitation of it. Thus, the Golmeng were created. Their original name were the Golemkin, and they had the 4 following subraces; the Chemical Claylings, Immutables, Craggled, and Fleshling. However, there are now only 3 subraces, and all of the names have changed, to the; Chelmic, Immurts, and Gragnef.

The Golmeng have now spread across Tor-eal and are a fairly common race. They were crafted, but are humanoids, not constructs. Though they are created through magic and artifice, they are no longer allowed to be created by anyone besides a golmeng of the same subrace. They are a diverse race of all types and personalities, just like other races of people. This is their race:

Spoiler (click to hide)

Golmeng​

A crafted race of clay, metal, and stone, the Golmeng have three subraces; the Chelmic, Gragnef, and Immurts, but used to have another subrace, now their own race, the Felshen. They are a diverse and tough race, often with hardened skin. Though they are crafted, they are now fully alive, and are humanoids and not constructs. They are watchful and never-sleeping, and typically a lawful race of people.
Their names are filled with hard consonants, especially plosives, which is chosen by them upon their creation. Their crafter name is the same as the crafter who created them, their names originating with the artificers who worked to create the first Golmeng.
Golmeng Names

Names: Avick, Ayza, Belvoen, Cle, Druve, Evas, Flo, Govvith, Higm, Innoth, Jerli, Kyvlith, Lovi, Movar, Nerah, Optuk, Ployvor, Quol, Revvith, Selar, Trivin, Ugelieth, Verie, Wollin, Xaeluf, Xraei, Ylln, Ystalar, Zoram, Zystaa
Crafter Names: Arvanthoth, Baldrek, Daerigel, Eidilar, Folkor-Filchbatter, Gillana, Hivvansen, Keloke, Nackling, Raulnorpock, Tevrath, Torunn, Twenforp, Zarloen

Golmeng Traits​

As a Golmeng character, you gain the following racial traits.

Ability Score Increase.​

Your Constitution score increases by 1.

Age.​

Gomeng do not age and cannot be aged by magic or any other effect.

Alignment.​

Golmeng typically lean towards lawful and neutral alignments, but may be any of their choice.

Size.​

Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d8
Height = 6 feet + your size modifier in inches
Weight in pounds = 300 + (4 × your size modifier)

Speed.​

Your base walking speed is 30 feet.

Constructed Resilience.​

You were created to have remarkable fortitude, represented by the following benefits:
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Darkvision.​

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages.​

You can speak, read, write, and understand Common and one other language of your choice.

Sleepless.​

For you, you do not sleep when you take a long rest, instead remaining immobile when you take one.

Subrace.​

You choose one of the following subraces: Chelmic, Immurts, and Gragnef.
Chelmic:

Spoiler (click to hide)
As a Chelmic Golmeng, you are created from alchemical materials, a mixture of magical clay and mithral powder, and other magical ingredients. Your veins are filled with chemical solvents and magical components that help mend internal and external damage. You skin is thick, tough, hardened clay, but your insides are mostly pliable and easily mendable clay, which oozes out to replace lost body parts.

Chelmic Traits​

Ability Score Increase.​

Any ability score of your choice, except for Constitution, increases by 2.

Acidic Resilience.​

You gain resistance to acid damage.

Alchemical Clayworker.​

You gain proficiency with alchemists' and potter's tools.

Hardened Skin.​

While not wearing armor, your base AC equals 12 + your Constitution modifier.

Surge.​

As a bonus action, you may give yourself a +2 to AC, advantage on Dexterity saving throws, and the ability to make a melee weapon attack as a bonus action until the end of your next turn. Once you use this feature, you may not do so again until you finish a short rest.
Immurts:

Spoiler (click to hide)
Immurts are a subrace of Golmeng designed to be unchangeable, unscarrable, and permanently in the same form. The rogue septon modron artificer, Keloke, who managed to survive the Catastrophe and find their way to Lantan after the Great Sacrifice corroborated with archivists, steel-smiths, iron-golem makers, and gnome crafters to create this subrace. The Immurts are extremely resilient, formed out of an adamantine-stainless-steel alloy, filled with ionic electrical mixtures to fuel their self-reparable bodies, and wired with a gold-mithral alloy that conducts their electric-resilient bodies. Their personalities are often as rigid and unchangeable as their bodies, making them extremely stubborn and unrelenting. Due to this, it is quite common for Immurt adventurers to be paladins, warlocks, barbarians, monks, wizards, and artificers.

Immurts Traits​

Ability Score Increase.​

Your Strength and Constitution scores both increase by 1.

Electric Resilience.​

You gain resistance to lightning damage.

Immutable.​

You are immune to any effect or spell that would change your form, such as polymorph, alter self, or Wild Shape.

Steel Form.​

You gain no benefit from wearing armor, but do from shields. Your base Armor Class is equal to 10 + your Strength modifier + your Constitution modifier

Metallurgist.​

You gain proficiency with smiths' tools.
Gragnef:

Spoiler (click to hide)
The Golmengs who are as everlasting and durable as stone, while also appearing as distinguished and ornately carved stone statues, the Gragnef are as tough as rocks. As one of the most diverse types of Golmengs, a Gragnef's exterior is carved from any type of tough igneous or metamorphic rock, from marble and alabaster, to granite, basalt, quartz, and other types of stone. Though they may appear as statues, these Golmengs were originally designed to create art and architecture. Lantanean Dwarves, fire-elementalists, and rock gnome stone-carvers teamed up to create this subrace of Golmengs. Their interiors are filled with magical magma, which has the purpose of oozing lava to fill the cracks and other breakages in these intimidating, rocky humanoids. The magma is fueled by an elemental fire-ruby shaped as a rigid heart, warming their core. Due to their connection to fire and stone, these Golmengs are often barbarians, fighters, elementalists, and fire-sorcerers.

Gragnef Traits​

Ability Score Increase.​

Your Strength score increases by 2.

Heart of Magma.​

You gain resistance to fire damage.

Rocky Armor.​

You gain no benefit from armor, but you do from shields. Your base armor class is equal to 14 + your proficiency bonus

Stone Carver.​

You gain proficiency with masons' tools.

Spew Lava.​

You may use an action to spew lava from either an injure part of your body or your mouth. One creature within range must make a Dexterity saving throw, the DC being 8 + your proficiency bonus + your Constitution modifier. On a failed save, they take 4d6 fire damage, or half as much on a successful one. This damage increases by 1d6 at levels 5, 9, 13, and 17. Once you use this feature, you may not do so again until you finish a short rest.
 

Levistus's_Leviathan

5e Freelancer
Felshen:

Spoiler (click to show)
As a Felshen, your race was crafted from lab-grown, alchemically-customized, living flesh. The flesh was a mix of a multitude of races, from humans, elves, gnomes, dwarves, magen, and many other races. This flesh was melded together and animated by fleshmancers, magen-creators, and imbued with sentience from their artificially-grown, quasi-magical brains. This race originated as constructs, and type of Golmeng, very similar to Flesh Golems, but are now a fully reproducing, completely independent, magical and psionic people, no scattered across all of the lands of Tor-eal.
They originated on Lantanea, like the other Golmeng subraces, but as they were capable of typical reproduction, they spread across the world. Felshen are highly intelligent, highly adaptable, and a vibrant people with a unique culture. Psionics was rediscovered by the Felshen among the surface humanoids of Tor-eal, as the Duregair dwell in the Underdark, Githxei, Gem Dragons, and Illithids mostly left to wildspace, and psychic mysticism was abandoned with the change in the Weave of Magic. In the cities of the Felshen, all who discover the powers of psionics from any benevolent race and species are welcome, as the Felshen accept any who pracice the Shei (Mind). Their society revolves and evolves around the Shei, which is their spiritual and philosophical lifestyle, whose practitioners seek out knowledge, admire creativity, and venerate all forms of intelligence, social, intellectual, emotional, and all others.
Though they were crafted from living flesh that was stitched together and animated with elemental spirits, the Felshen have evolved. Their changes were physical, cultural, and mental adaptations, which happened over the course of the last 570 years. Their skin no longer bears the scars of the stitched flesh, they are no longer colored as they were when first created, most often being magenta, turquoise, aqua, or paper-white, but can also be cyan, cream-orange, obsidian-black, and lemon-yellow. They have developed telepathic and other psionic abilities, as well as psionic devices and magic items. The Felshen have also developed their own language, called Felsheen, which allows them to communicate their telepathic thoughts through speech with those who don't have telepathy.
The Felshen are a peaceful, proselytizing, and mentally innovative race. They know that intelligence can be created and spread, as they were born solely from the experiments and testing's of artificers and other mages. They want to spread psionics and intelligence across the world, to cause all good psionic creatures to thrive. Thus, their settlements often attract flumphs, gem dragons, and occasional gnome ceremorphs. Their merging with psionic intelligence allows them to create mental libraries and databases in their largest settlements using large psionic crystalline pillars called Sheitharlin (Mindhouse beacons).
They've also created Psiphoel (Psi-Crystal Poles Chains), which can extend the range of the telepathy of creatures with the help of the Ihnzule (psi-crystals). They have also invented many other innovations, like Psiets, which are bonded animal companions, similar to psionic familiars. They also made Sheidarr, which are dream-hubs that telepathic creatures can venture into as they sleep, which the majority of their larger settlements have.

Felshen Names​

Female Names: Azia, Arshieli, Bevisorae, Cedella, Dya, Eilora, Hevara, Ithari, Jyla, Kelo, Lliza, Maelarie, Neri, Opal, Psia, Qyava, Rillya, Suulaia, Twia, Veeri, Xylilah, Ythi, Zphorallya, Zya
Male Names: Ailar, Alvri, Delinth, Egfrith, Fulrin, Galrist, Hyspothor, Innuth, Javlith, Krevyx, Lathort, Naokljt, Psihvlar, Pyth, Qexrath, Rilvath, Syivar, Tisbloer, Ves, Wyx, Yphlin, Zyaer
Ego Names: Ahkish, Belvohrt, Cerlees, Duenfar, Elshone, Figmont, Gallow, Highrote, Illmund, Jakehan, Keeldower, Lifmenth, Nospilt, Oghest, Piltuk, Qwaylehr, Rowspuck, Silvar, Telemoeth, Zykis

Felshen Traits​

Your felshen character has the following racial traits.

Ability Score Increase.​

Your Intelligence score increases by 2, and any other ability score of your choice increases by 1.

Age.​

Felshen reach maturity at 20 years of age, and can live to up to 150 years.

Alignment.​

Felshen are typically neutral good, but may be any alignment.

Size.​

Your size is Medium. Felshen are the same height and weight as humans.

Speed.​

Your base walking speed is 30 feet.

Psychic Discipline.​

You have resistance to psychic damage, and have advantage on saving throws against being charmed or frightened.

Telepathic.​

You have telepathy out to a range of 10 feet times your proficiency bonus.

Psychic.​

You can cast the [Tooltip Not Found] cantrip. At 3rd level, you may cast the unseen servant once using this feature, regaining the ability to do so when you finish a long rest. At level 5, you gain the agility to cast levitate once with this feature, regaining the ability to do so when you finish a long rest. Intelligence is your spellcasting ability modifier for these spells.
Additionally, the following spells are added to your spell lists if you have the Spellcasting or Pact Magic feature.

Learned.​

You gain proficiency with the Intelligence skill.

Languages.​

You can speak, read, write, and understand Common, Felsheen, and one other language of your choice.
 

Levistus's_Leviathan

5e Freelancer
Sheiohn Foulen: After the diaspora of the new race, the Felshen, and their reestablishment of psionics to the world in their "Sheiohn Foulen" (One-Mind Foundation). The Sheiohn Foulen is a sort of world-wide faction or alliance between almost all of the Felshen settlements. The main cities and towns that were part of the Sheiohn Felshen are connected telepathically through the Psiphoel, which allow them to communicate back and forth using telepathy instantly. The leaders of the cities and towns that are a part of the Sheiohn Felshen are elected through a telepathic vote in the Sheitharlin, the leader being designated as the Sheimos (Our-Mind). They live inside buildings carved out of marble, alabaster, basalt, dolerite, obsidian, and other colorful rocks, with windows created out of quartz and other crystals, varying between settlements. This building is called the Sheimoure (Mindcenter), and the Sheimos will be the representative of their settlement in the event that the Sheohn Foulen has a telepathic gathering for emergencies or war. They communicate with each other typically through underground tubes of Ihnzule (Telepathy Extension Crystals, the ones used in Psiphoels), which are privately used to communicate with other settlements' Sheimos when necessary.

Ordinary citizens of settlements that are a part of the Sheiohn Foulen live different lives from the typical individual of Tor-eal. They are much more connected with one another, not just in their own hometowns, but also with other citizens of different Sheiohn Foulen settlements. This is due to the Psiphoel-Chen, which each major city of the Sheiohn Foulen has at least 4 connected to their city in order to communicate with other cities. These allow anyone in these settlements that have telepathy to communicate long distance instantaneously with any other psionic creature within 60 feet of the Sehnzule (Central Ihnzule) that is connected telepathically to the Psiphoel-Chen.

The Psiphoel-Chen and the hidden Ihnzule-Chen that are used by the Sheimosé (plural of Sheimos) rely on the Ihnzule, which are the telepathy-extending psi crystals. Psi crystals were originally discovered by the Sheiohn Foulen when they met Alverixizyth, the ancient amethyst dragon who helped them master their psioinic powers. Alverixizyth taught them how to use telepathy and other psychic powers that they were yet to tap into, also teaching them of how to use psi crystals to help channel and empower their psionic powers. Though this dragon helped them discover their potential powers over psionics, they did not invent any of the innovations that are now common among the Sheiohn Foulen, Alverixizyth left that for them to master.

The Ihnzule are created by telepathically fusing a psi crystal together with a piece of Blue Zapphrite (sapphire crystal infused with magic lightning, created by blue dragons). This allows the Psi-Crystals to function without bonding with a living creature, and changes their function from granting telepathy to extending it. This creates an Ihnzule crystal, and their most common usage is in the Psiphoel-Chen. The poles of the Psiphoel-Chen are over 70 feet in height, spaced 60 feet apart, and typically have a path near them for easy access if repairing is needed. Smaller settlements typically only have one Psiphoel-Chen, if they have any, but they are often connected to other Psiphoel-Chen through the Sehnzule of other settlements in the Sheiohn Foulen.

Sehnzule are large psi-crystals that are kept in the same building as the Sheitharlin (Mindhouse-Beacons) and Sheidarr (Dream-hub). These buildings are called Senshei (Mind-Centers), and there is only ever one in any settlement that is part of the Sheiohn Foulen. Many homes and buildings are centered around it to gain access to the psionic enhancing powers that it grants, but its powers can be extended by Psiphoel kept inside the city. The main usage of the Senshei is for communication between individuals within the same settlement and within other settlements or Pseips (Psionic Rest Areas, found along the roads near Psiphoel-Chen). The Sheidarr is one of the most important aspects of the Sheiohn Foulen society, as anyone within the range of a connected Psiphoel-Chen will be able to go into a dream-hub as they sleep. These dream hubs are bustling, filled with many telepathic individuals (typically Felshen, but with the occasional Gem Dragon, Ceremorph, or Flumph), and they can either communicate in the Sehndarr (Central-Hub) or if they encounter someone in this dreamscape metaphysically or telepathically, they may enter a Velen-Cohm (Virtual Communication). This allows for them to link into a private dream-realm while still asleep. Centuries ago, the Sheiohn Foulen formed an alliance with the Gem Dragons of the Ruby Palace, and created a super tall tower Psiphoel to contact them.
 

Levistus's_Leviathan

5e Freelancer
The Yikkan Contingent: The Yikkan Contingent is the international faction of Yikkan Goblinoids who are all allied together in purpose, serving the Yikare (replacement of the Weave of Magic). They worship and revere the Yikare, which is the source of arcane, divine, and primal magic in Tor-eal. Yikkan goblinoids find the number 3 holy, as well as 9, due to the types of spellcasting magic in the world. These types are all practiced by members of the Yikkan Contingent, but Arcane Magic is far more common than the other two types, but Divine Magic far more common in these societies than Primal. Psionics is hated and hunted by Yikkan Goblinoids.

The settlements that are part of this contingent are led by a Council of the Cord, which consists of three members, elected to each seat upon the death of the previous member in the specific seat. The Council of the Cord consists of one of each of the main types of goblinoids and each member must be a certain type of spellcaster, divided into three groups, each of which may only have one representative in a settlement's Council of the Cord. These are the three groups of yikkan spellcasters:

  • Cohs (Chosen Casters, such as Celestial Warlocks and Divine Soul Sorcerers)
  • Coohrs (Choosing Casters/Choosers, such as Arcane Trickster Rogues, Arcknights, Artificers, Eldritch Knight Fighters, Lore Bards, and Wizards)
  • Cohice (Choice Casters, such as Arcana Clerics and Oath of the Arcane Paladins)
Bugbears typically are Arcana Clerics, often being revering, devoted, and wise casters. Goblins are most often Celestial Warlocks, Divine Soul Sorcerers, Lore Bards, and Oath of the Arcane Paladins, being charismatic and heart-driven goblinoids. Hobgoblins lean towards becoming Arcane Trickster Rogues, Arcknights, Artificers, Eldritch Knight Fighters, and Wizards. The Cohice seat is most often filled by a Bugbear, the Coohrs seat is most often filled by a Hobgoblin, and the Cohs seat is most often filled by a Goblin. A member of this type of magic can focus on one of the three arts listed below:

  • Dehvoes (War Magic, evocation, abjuration, damaging and warding effects)
  • Booyehgs (Charm Magic, illusion, enchantment, conjuration, artifice, controlling, and other initially non-harmful effects)
  • Nevyihks (Life Magic, healing, necromancy, draining, and other harming/restoring magical effects)
Hobgoblins typically lean towards being Dehvoes, protecting their people and destroying enemies, Bugbears typically are Nevyihks, healing and performing other miracles among their people, and Goblins are most often Booyehgs, distracting and confusing enemies and spying on others. Though they typically lean towards these arts, any goblinoid may be a member of any group of caster, as well as a practitioner of nearly any art of spellcasting.

The three members of the Council of the Cord work together to protect, build, and otherwise be in control of their own settlement, and they represent their community in any discussions with the other members of the Yikkan Contingent. The Councils of the Cord from different settlements communicate using the sending spell to instantly communicate between each other, sometimes using sending stones if none of the members of the Council of the Cord can cast the spell.

Spellcasting citizens of the Yikkan Contingent must obey their ideology, or they are banished. The main parts of their dogma they must be convicted to are as follows, listed in order of importance:

  1. Magic chooses, and can be chosen. Revere and serve the Choosers, Chosen, and Choice.
  2. Destroy practitioners of psionics and all aberrations. Psychic powers are abhorrent and a pestilence upon the land.
  3. Protect, and receive protection. Harm, and be harmed.
  4. Do freely until others cannot freely do.
  5. Uniformity is the foundation of all great societies.
  6. Be wary of outsiders, but accept our own.
  7. Self-sufficiency is crucial to independence and readiness.
  8. Masters of the Yikare from any background are openly accepted.
  9. Magic is how the world works, and our society must function off of it.
Due to these "commandments," Yikkan Goblinoids are fairly reclusive, not often interfering with the world around them, rarely even interacting with others, except for when they come across psionic or aberrant creatures. This leads to an ongoing rivalry between them and the Felshen, Verdan, Duergar, Ceremorphs, and Gem Dragons of Tor-eal, occasionally breaking out into all-out war. This has caused the event known by the Yikkan Goblinoids as the Purge of Psionics, which is more commonly known among Felshen and other humanoids as the Felyik Wars.

(I will update later on the Feljik Wars, which spanned many centuries, and was never truly resolved. Thanks for reading thus far!)
 

Levistus's_Leviathan

5e Freelancer

The Vistaesh​

A strange being dwells in the deep ether of the realms, a faint, spectral entity that snatches the spirits of the dead and pulls them through the Ethereal Plane to the Raven Queen's Fortress of Memories in the Shadowfell. This entity is an invisible, phantasmal conglomerate of the residual spirits of the deities that perished in the Great Sacrifice, who are known as the Sacrificed. The phantom being is called the Vistaesh, and was once the spirits of all the deities that perished in the end of the Catastrophe. It is now part of the cycle of life, whose role is to make sure that the souls of the dying make their way to the Raven Queen for Judgement, as well as filling the role of being the deliverer of souls to newborn creatures that have souls. The Vistaesh also has the ability to create souls using the remnants of its quasi-divine power when a soul is lost or destroyed destroyed, either from being lost permanently to the Punishment, is consumed by a lich's phylactery, manages to avoid passing on to the Afterlife, or any other way a soul is lost or destroyed.

Origin of the Vistaesh​

When a deity dies in some way in the Forgotten Realms, their soul and body travels to the Astral Plane and it becomes petrified until it regains followers and is reawakened through a powerful act of magic. However, if a deity's spirit cannot make its way to the Astral Plane for some reason (such as when Karsus perished), it instead becomes a remnant of its previous self, called a Vestige. This is exactly what happened when the Great Sacrifice cut off the Inner Planes from the Outer and Astral Planes, as the spirits of the gods that died could not undergo the normal process of the death of a deity. Due to this, all of the hundreds of deities who gave their lives in the Great Sacrifice became vestiges and began to wander the Ethereal Planes without purpose. This left them without the majority of their previous power and stripped them of much of their will and consciousness. These dozens of vestiges did not have a purpose and were mere travelers and observers until the Raven Queen discovered these vestiges.

Shortly after the Great Sacrifice, the Raven Queen became overwhelmed with a flood of souls from the millions who perished from the end of the Catastrophe. She nearly was destroyed by this constant stream of souls, as she was in the process of reforming the Afterlife system. She began to try and reach out into the multiverse and find anything that could help her control the overflowing souls, and while doing so she encountered the vestige of one of the Sacrificed. She then realized how she could stop her destruction, and began to gather together all of the vestiges of the Sacrificed, and amalgamated them together into a single entity, combining together their weak, undying yet perpetual energy to cause them to amass this divine energy in a way that could be more easily utilized for her purposes.

In this process, she stripped away the lingering identity and twisted portfolios in order to finish this divine homogenization, and gave these combined vestiges into one single being, the Vistaesh. While these vestiges were individual beings, they were extremely limited in power, but with the Raven Queen combining them together into one united entity, their powers were more powerful and useful. She bound this being to herself, causing it to be the multiverse's transporter of spirits, brining the dead souls to her realm for them to the judged, as well as transporting reborn and newborn souls to the bodies of infant creatures that have souls, upon their birth. This eased the burden of the Raven Queen, allowing her to focus her portfolio and divine energy on maintaining the Afterlife system and continuing the Judgement of all those who die. Now, the Vistaesh funnels and snatches the souls, being the psychopomp of Tor-eal.

Features of the Vistaesh​

The Vistaesh is an enormous incorporeal and invisible entity whose home are the unfathomably deep parts of the Deep Ethereal Plane. Due to it being a conglomeration of dozens of vestigial deities of all personalities and genders, it has no gender, no definable, physical form, and has no motivation or goals. Instead, it is a culmination of the whispy, ephemeral spirits of the Sacrificed ancient gods and goddesses. When one can view the entity, it appears as a colossal, translucent specter formed out of gray, cloud-like ether, only visible by those in the Deep Ethereal Plane who can see invisible creatures. Another way to view part of this quintessence of phantom energy is to be on the Material Plane or another part of the Inner Planes (excluding the Deep Ethereal Plane) and be able to see invisible objects and creatures while also being able to see into the Border Ethereal Plane when a Tendril of the Vistaesh arrives to snatch the creature's spirit.

The face of the Vistaesh is nearly featureless, with no nose, ears, eyes, hair, nostrils, lips, or any other defining features. It does have a mouth, but it is instead just a slight depression in its face's phantasmal form and serves no clear purpose. This "mouth" is perpetually twisted into a gruesome moan, that sends stunning pulses of sonic energy to creatures around it. Its "head" is not attached to a neck or body, and is not truly a separate part of its body, and is constantly tilted upwards towards the "sky" of the Ethereal Plane. It has no body, instead having the majority of its form being composed of twisting, ever-changing, impossibly-long, ephemeral tendrils that jut out of the back of the Vistaesh's head. These tendrils are directed by the Vistaesh, sent to snatch the spirits of the deceased. Few have ever seen the being's true form in person, and fewer have survived to describe such an encounter, but the general form of the Vistaesh is relatively well known across Tor-eal. This is due to the scrying sensors of divining mages, who have then recorded and drawn this entity and kept sketches and images of it in museums and libraries of the realms.

The Vistaesh is a quasideity with no agenda or personality. Instead of being a typical, sentient demipower that has its own goals, wants, emotions, and necessities, the Vistaesh exists in and of itself. It has no goals other than those "programmed" into its nature by the Raven Queen's reformation of its vestiges. It has no wants, other than to fulfill its purpose in the multiverse, also bestowed upon it by the Raven Queen. Unlike most deities and demigods, it has no need for worshippers to grant it power, even though it does have some followers, priests, paladins, and warlocks. It does not have typical emotions, though it has an innate desire to convey souls across the multiverse, and is driven to do its duty for the Raven Queen.

Purposes of the Vistaesh​

The primary purpose of the Vistaesh is to transport and deliver spirits and souls throughout nearly all corners of the known multiverse, being the font of new souls when needed, keep the balance of the afterlife system, and catched the renegade spirits who have escaped its grasp. It uses its massive tendrils to do so, absorbing their spirits in order to transport them, creating new souls through an ethereal connection to a newborn creature, and snatch those souls it finds with its tendrils. When a creature that has a soul dies, the Vistaesh immediately detects where its body or remains are upon the time of its death, and immediately sends a tendril to this location to snatch its spirit. The Vistaesh is magically alerted of the precise position of any creature with a soul when it dies due to its quasi-divine energy, but is not omniscient with regards to the location of spirit after it leaves its body. Due to this, it is not impossible for a spirit of an individual to escape the tendril of the Vistaesh that was sent to collect their soul and bring them before the Raven Queen for immediate judgement.

Divinity of the Vistaesh​

The Vistaesh is a demipower, a quasideity, and a demigod that is a compilation of hundreds of vestiges of the Sacrificed, and has vast and everlasting power over the forces of life and death. Due to this, it is revered and worshipped across the multiverse by multiple faiths and individuals. Followers of the Raven Queen venerate and honor the Vistaesh, seeing it as an essential part and mechanism of the afterlife system, especially followed by Shadar-Kai and Sharbolg of the Shadowfell. Other faiths that follow the Vistaesh are the Cult of Terror (cultists who worship the Abomination of the Punishment, filled with Conquest and Oathbreaker Paladins, Darkness Domain Clerics, Hexblade and Undead Warlocks, Phantom Magic Wizards, Whispers Bards, Berserker Barbarians and others), the Yikkan Contingent, and many other religious systems in the multiverse.

Those who worship or follow the Vistaesh are typically Clerics of the Life or Grave Domain, Oath of Souls Paladins, Circle of Midnight Druids, Long Death Monks, Phantom Rogues, Shadow Sorcerers, Undying Warlocks, and others who respect the balance of the afterlife and inevitability of death. Though there are some who honor or even worship the Vistaesh, at least as many, or possibly even more of those living in the Inner Planes are scared of and wish to avoid the Vistaesh. This is due to the widespread knowledge of the Punishment, which has been viewed through divination magic and taught of by proselytizing followers of the Raven Queen for centuries. Thus, nearly all of those who live on Tor-eal and the rest of the Inner Planes know of what will happen if they die, causing many of them, especially evildoers, to fear and attempt to avoid death.

Aversion of the Vistaesh​

Due to the harshness of the Afterlife for those who manage to make their way into the Punishment due to being evil, many people seek to find a way to escape death or escape the Vistaesh, as they know what their punishment will be if they get snatched by the Vistaesh and judged by the Raven Queen. This gives evildoers much more of an incentive for attempting to avoid death than they did before the Catastrophe, especially as the Punishment grows worse and worse throughout the years as more people die. This has lead to a higher demand for spells and other types of magic that can extend the life of an individual (such as a potion of longevity) or trap their soul in another vessel so that the Vistaesh can't snatch them (such as a phylactery, soul gem, magic jar, or ring of mind shielding), or turn them into a free-willed undead creature (such as a vampire). This fear of death is what drove Zilya Brightstring (now known as Saint Zilya Darkcord) to betray her people and reincarnate Vecna, and is the same fear that drives the Vezyi, Fehntüm, Negpae, and other followers of Vecna and necromancy to seek out longer lifetimes.

Vecna is the nemesis of the Raven Queen, and his demipower known as Kossyeth is the archenemy of the Vistaesh. Kossyeth is an archallip that dwells in the Underfell and channels the souls of those who perish in the Underfell to Vecan and his phylactery and serves as his secret-keeper. This causes endless battles in the Shadowfell, between the Nemrav, Shadar-Kai, and Sharbolg of the surface of the Shadowfell and the Vezyi, Fehntüm, and Negpae of the Underfell. Though the Vistaesh has access to the spirits of every portion of the multiverse accessible through the Ethereal Plane, the Underfell is the sole exception to this. When Vecna returned and carved out his domain in the Underfell, he performed an epic ritual that cut off the Vistaesh's access to the Underfell. This prevents the Vistaesh from being able to snatch the souls of anyone in the Shadowfell, and instead allows Kossyeth to serve as the psychopomp of Vecna's realm. This causes some who wish to avoid the Punishment to make a deal with Vecna, becoming allowed to live in the Underfell as long as they do something in return for this god of undeath.

Escaping the Vistaesh's Tendrils​

Though the vast majority the souls of those who perish are snatched by the Vistaesh and delivered to the Raven Queen's Fortress of Memories, it is possible to escape the tendril that is sent to capture your spirit. This is due to the fact that the Vistaesh is aware of where your body is when you die, but not your spirit. When you die, your spirit is stuck inside your body until the Vistaesh arrives to snatch it, or until your body manages to escape the body through one of the ways listed below. If you die and are wearing a ring of mind shielding, or have another item that would suck or trap your soul

  • The destruction of your body (through the disintegrate spell, incineration, and so on) releases your spirit.
  • The casting of the freedom of movement spell on your corpse, or that was active on you when you died, frees your spirit.
  • The casting of the release spirit spell releases your spirit.
  • The casting of the banishment spell on your corpse or being killed by an attack that had the banishing smite spell traps your spirit in a harmless demiplane until the spell ends, and your spirit is freed when the spell ends.
  • As an action on your turn while you are dead and stuck inside your body, you may make a DC 12 Dexterity (Mobility*) check. If you succeed on this check for the third time, your spirit is freed from your body.
Otherwise, your spirit remains in your body for 1 minute or until the Tendril of the Vistaesh snatches your spirit from your body. When your spirit escapes, you gain a flying speed equal to the walking speed you had before you died, and the only action you can take is the Dash action. You are incorporeal, invisible, immune to all damage dealt my corporeal creatures, and appear inside the Border Ethereal. You can still be targeted by spells and other effects that target creatures, but are immune to the grappled, prone, and petrified conditions. Your spirit appears as you did when you died, with the same equipment and clothing, but you cannot damage any corporeal creature.

Upon the death of a creature that has a soul, roll 1d20. The Vistaesh sends a tendril to snatch the spirit of this creature after an amount of rounds equal to this roll, arriving at initiative count 0 of this round, appearing in the Border Ethereal Plane. If the spirit of this creature is still inside its body when this tendril arrives, the Tendril snatches it and leaves one round later with the spirit. If the spirit of this creature is no longer inside their body when the Vistaesh arrives, it searches 100 feet in every direction, snatching any spirit it comes across. It searches another 100 feet in every direction this way for 1 minute, snatching any and all spirits it encounters during this time. This Tendril is not a creature, does not take turns, cannot be attacked or targeted in any way, and has no senses, except for being able to sense and snatch any spirit it runs into.

The spirit of a creature that escapes their body must outrun the Tendril of the Vistaesh, moving a total of at least 1,000 feet away from where their body was when they died over the course of 1 minute after the Tendril of the Vistaesh arrives. An escaped spirit can travel through the Ethereal Plane until it makes a deal with Vecna, a lich, or another undead/necromantic creature, are snatched by a Tendril of the Vistaesh, are killed, or transformed into an incorporeal undead (such as a ghost, specter, wraith, and so on).

Resurrection and the Vistaesh​

If a creature is resurrected before the arrival of the Tendril of Vistaesh, by means of the revivify or other magic, the Tendril of the Vistaesh does not arrive to snatch its spirit, but instead grabs the spirit and resurrects it. If the body is undergoing the process of being resurrected through a raise dead spell or similar magic, the Vistaesh learns the position of its spirit, snatches it, and delivers it to its body to resurrect the creature.

Okay, that's the Vistaesh. I would love to hear your thoughts on it. It is quite a unique being. I can't think of anything like it in other D&D worlds or fantasy worlds. Thanks for reading, and I'll get more up on this world either tomorrow or later tonight!
 

Levistus's_Leviathan

5e Freelancer

Deities and Demigods Part 1​

Though most of the deities and quasideities of the Forgotten Realms perished due to the Catastrophe (most with the Great Sacrificed), some survived, others were reborn in some way, and others emerged as new entities after this calamitous event. The main deities and demipowers that survived were those that lived in the Inner Planes, but not all whose abodes were in the Inner Planes were spared, some of them dying before the Great Sacrifice, and some dying afterwards, for example; Auril who was killed by the PRince of Frost after the Catastrophe, Sardior chose to sacrifice himself to protect the Inner Planes, and so on.

There are no longer hundreds of true deities or dozens of pantheons, as there were before the Great Sacrifice. There are also longer specific deities for different races and creatures, but some races do prefer specific deities and quasideities over others, such as the Yikkan Goblinoids who worship the Yikare, or the unseelie fey who revere Queen Umbra.

True Deities​

DeityAlignmentPortfolioDomainsSymbol
IcaerneiLEice, fate, freezing time, cold, winter, controlFate*, Frost, OrderAn icicle wand with streaming magical effects
King OrivanNGwoodlands, tracking, hunters, wild-knights, survivalNature, WarA longsword and longbow crossed in front of an acorn-shaped shield
LethernaLGafterlife, knowledge, justice, ravens, order, death, destinyKnowledge, Grave, OrderAn onyx raven with its wings outstretched
Queen UmbraCEgloom, unseelie fey, fall, extreme envy, pride, and angerDarkness*, TrickeryA black diamond with purple and black butterfly wings
Queen TinariaCGillumination, seelie fey, summer, extreme passion, joy, and pleasureLight, TrickeryA pair rainbow-colored butterfly wings (similar to this)
Saint LabelliaCNaquatic fey and creatures, joy, natural beauty, warm oceans, lakes, and riversLife, Light, Peace, Water*A crystalline merfolk tail
UbtaoLNnature, Chult, dinosaurs, mazes, primal magic, ancient creaturesLife, Nature, PeaceA maze
VecnaNEundead, secrets, selfishness, magic, avoiding death and fateArcana, DeathThe Eye and Hand of Vecna
Vistaeshtransporting souls, life, death, the afterlifeGrave, Life, OrderA glass tendril
YikareNmagic, knowledge, progressArcana, KnowlegeA ball of tangled, arcane-blue yarn
* - homebrew subclass

Icaernei, the Prince of Frost​

Also known as "The Biting Winter" or "The Time Freezer," Icaernei, the Prince of Frost, is the master of winter, cold, ice, and freezing time. He dwells inside a ginormous castle of ice, known as the Frozen Palace, that is found both in the Far North of the Feywild and Frostfell. He is a frostbitten archfey who has a longstanding alliance with the Gloam Council, a previous member of the council that has gradually been moving towards independence. He is a bitter and cruel deity who demands veneration from those who dwell in the cold parts of the multiverse. Most of his temples are found in the cities of winter eladrin in the Feywild and arctic elves of the North. His followers commonly range from white dragons, frost giants, genasi, and elves, but his worshippers are scattered across the known multiverse.

However, his portfolio is not only limited to ice and cold, it also includes fate and freezing time. This is due to his attempt to catch his runaway love, Sharaea, the first Daughter of Delight. She was the former fiancé of Icaernei, back when he was known as the Sun Prince, who grew tired of the Feywild and fell in love with a mortal adventurer. She feared for her safety and the safety of her new lover, and made a deal with the Raven Queen, who agreed to send them far into the future to allow the Prince of Frost to calm down back to his previous form. The other Daughters of Delight, who become the Sisters of Lament for centuries, eventually regained their previous forms and were recruited to the Society of Radiance by Queen Tinaria.

Icaernei is the son of Queen Tinaria, and after the end of the Catastrophe he became a member of his aunt's Gloaming Court in order to further his goals. He believes that if he manages to freeze time long enough, he can stop Sharaea from escaping his grasp. He has began to teach his followers how to master chronurgy magic and is preparing to preform an epic ritual to freeze time long enought to catch his long-lost love, which he practices yearly on the winter solstice. He plans to perform the final ritual during a Solar Eclipse, permanently freezing the moon in front of the planet long enough to cool down the planet enough to empower his time-magic, which he hopes will allow him to catch Sharaea.

Depiction. Icaernei, the Prince of Frost resembled an eladrin with icy blue skin, long white hair, and piercing, glacier-blue eyes. He continually gives off an aura of freezing cold and can transform others into ice statues with a glance of his eyes. He wears dark armor forged out of stygian iron, wields a bastard sword made of ice, and typically is bare-chested.

Holy Day. Icaernei's holy day, called the Pale Night, takes place on the winter solstice. As the sun sets on the day beforehand, he and his followers begin a worldwide ritual and prayer, which they use to extend the length of the day for an additional 24 hours, but with the planet only rotating once in these 48 hours. This slowed rotation causes the night to be colder than any other part of the year.

Dogma of Icaernei​

  • Allow Icaernei's everlasting winter to numb the emotions that cloud your judgement.
  • Never let an enemy or betrayer to escape your wrath.
  • Dwell with ice and cold, as its permanence preserves all.

King Orivan, the Green Hunter​

King Orivan, also known by the title of "The Spring Lord," is the king of the seelie fey and husband of the Summer Queen Tinaria of the Society of Radiance. He is the patron of rangers, green knights, dryads, spring eladrin, hunters, scouts, and others who wander the woodlands. He is the warlord of the Society of Radiance, commander of their armies and battle tactician. He dwells in the Palace of Senaliesse with Queen Tinaria, but often leaves to wander the woods and hunt.

His portfolio is of war, hunters, woodlands, and rangers, and he has many followers across the multiverse, particularly in the Feywild and Material Plane. His favorite fey are the Dryads, who make up much of his army, and he is also the master of treants, wood woads, and other feyish fauna. He is often worshipped by gnolls, elves, orcs, and other nature-devout races, and has many war and nature clerics among his followers, as well as hunter rangers, scout rogues, oath of the ancients paladins, and circle of land druids.

Depiction. King Orivan normally appears as a tall, attractive, muscular, green-skinned spring eladrin with hard, hazel eyes. He typically wields longbows while hunting, but dons an acorn-shaped shield and wooden longsword in battle.

Holy Day. King Orivan's holy day, called the Green Hunt, takes place on the vernal equinox. Those who worship him start the day by waking up early and embarking on a long hunting trip, catching all they can slay in one day and having a feast at the end of the day, eating all that they caught and sharing it with their relatives and friends.

Dogma of King Orivan​

  • Hunt for all you need, not for all you want.
  • Protect the wildlands and innocent humanoids.
  • Allow the forests to grow and spread across the world.

Letherna, the Raven Queen​

Letherna the Raven Queen is also known as the "Mistress of Death." She runs the afterlife system and makes sure every soul gets judged and kept track of. She was the main deity who managed to survive the Catastrophe, and has changed the least out of any of the other deities. She is primarily worshipped by Shadar-Kai, Nemrav, and Sharbolg, but is also venerated by many inhabitants of the Inner Planes, mostly good individuals who respect the balance of the multiverse.

Many of his followers are Grave Domain Clerics, Oath of Souls Paladins, Path of the Zealot Barbarians, Shadow Sorcerers, Hexblade Warlocks, and others like this. They make sure that there is balance in the multiverse and despise and destroy undead whenever they get the change. They are the nemeses of Vecna and his followers, and strive to counter them at any opportunity.

Depiction. Letherna, the Raven Queen typically appears as a bald-headed, slender-bodied, pale shadar-kai dressed in a shimmering-blue cloak. Her eyes are a harsh and stormy-grey, and she typically travels with a pair of ravens mounted on her shoulders.

Holy Day. Letherna's holy day, called the Reckoning, takes place on the anniversary of the day after the Great Sacrifice, which is also the start of the year. Those who worship her begin a tally of all those who have died in their settlement and deliver the record of those that have died to a raven by the end of the day, who then gives the records to the Raven Queen. She then creates an archive of the amount of deaths and compares them to the amount of souls she has processed in that region.

Dogma of Letherna, the Raven Queen​

  • Death is the natural end of life. There is no pity for those who have fallen.
  • The path of Fate is sacrosanct. Those who pridefully attempt to cast off their destiny must be punished.
  • Undeath is an atrocity. Those who would pervert the transition of the soul must be brought down.

Summer Queen Tinaria, the Lady of Faeries​

The Summer Queen Tinaria, also known as the "Bright Maiden," rules over the seelie fey as the leader of the Society of Radiance. Her husband is King Orivan, and she rules from the Palace of Senaliesse, where she holds meetings with the Society of Radiance. She is the lady of the fey, the bright sister of Queen Umbra, and mistress of summer. Her followers are typically elves, seelie fey, and those who revel in light and intense emotions.

Besides the fey, many of her worshippers are Eloquence and Glamour Bards, Light and Trickery Clerics, Dreams Druids, Sun Soul Monks, Devotion and the Ancients Paladins, Seelieborn Sorcerers, and Archfey Warlocks. They strive for joy, pleasure, and other bright and overwhelming emotions, and protecting the goals of the fey.

Depiction. Tinaria appears as a gold-skinned summer eladrin with gossamer butterfly wings and rainbow-colored eyes. She is typically dressed in a long, shimmering dress with a spectrum of brightly-colored sequins, and wears a shining crown composed completely of diamonds.

Holy Day. Tinaria's holy day, called the Bright Revel, takes place on the Summer Solstice. Those who worship her throw a huge party and parade, filled with drinking, dancing, music, and other exciting activities. All are welcome, and those who attend are encouraged to pursue the desires.

Dogma of the Summer Queen Tinaria​

  • Follow your heart and your instincts.
  • Act now, or act never. Let your impulses and emotions rule.
  • Spread music, light, and joy across the world.

Dusk Queen Umbra, Lady of the Fall​

Dusk Queen Umbra, also known as "The Mistress of the Gloaming Night," rules over the unseelie fey as the queen of the gloam council. She rules in the Palace of Night inside the deep feydark city of Oagemfell, where her council is held. Unlike Queen Tinaria, Umbra does not have a husband, but has had many children over the last millenium, the most notable of which are Ustar the Shadow, the father of whom is Vecna, Neifon, whose father is Lord Strahd, Calaera the Nightmaiden, the granddaughter of Glasya and Blooden, and Larya the Warmaiden, daughter of Nyphithys.

Besides the unseelie fey, many of her worshippers are Whispers Bards, Darkness and Trickery Clerics, Oathbreaker and Conquest Paladins, Gloomstalker Rangers, Unseelie Blood Sorcerers, Archfey Warlocks, and others similar to these. They strive in the darkness and are terrorizing nightmares.

Depiction. Umbra appears as a black-haired, darker autumn eladrin with a black-diamond crown and black-silk dress.

Holy Day. Umbra's holy day, called the "Deep Turning," takes place on the Autumnal Equinox. Those who worship her go out at night and revel in the woods.

Dogma of Dusk Queen Umbra​

  • Darkness must rule.
  • Patience. We must have patience.
  • Anger, fear, and paranoia are the best motivators, and must be spread.

Saint Labellia​

Saint Labellia,also known as "The Fair One," rules over the aquatic fey. She dwells in the warm oceans of the Feywild in a deep coral castle known as the Latallibelan Palace. Her followers are merfolk, nixies, and other aquatic feyfolk.

Besides the aquatic fey, many of her worshippers are Glamour Bards, Peace Domain Clerics, Monks, Ancients Paladins, Feywanderer Rangers, Seelieborn Sorcrerers, Archfey Warlocks, and Enchanter Wizards.

Depiction. Saint Labellia appears as a beautiful mermaid with long, pink hair, a turquoise-scaled tail, typically dressed only in pearl and coral jewelry. Otherwise, she does not wear clothes. While unclothed, Saint Labellia can strike any mortal dead in an instant.

Holy Day. Saint Labellia's holy day is called "The Day of Warmth," and it takes place during the end of the spring. Her worshippers try to spread joy, love, and beauty across the realms.

Dogma of Saint Labellia​

  • Spread love, joy, and warmth.
  • Natural beauty is above all else.
  • Song and happiness must spread across the world.

Ubtao, the Wild One​

Ubtao, also known as "The Wayfinder," is the master diety of nature and primal magic. He lives in Chult guarding the gate that keeps Dendar the Night Serpent from destroying the world. He is primarily worshipped by Chultans, Tabaxi, Saurials, and Grimlocks, but is revered by all who thrive in nature.

Besides inhabitants of Chult, Ubtao is also worshipped by Gnolls, Orcs, Barbarians, Nature Clerics, Druids, Rangers, Scout Rogues, and others who serve primal powers. His followers hate Yuan-Ti, and hunt down any that they find.

Depiction. Ubtao appears as a Chultan human wearing a cloak and hide armor made of dinosaur skin.

Holy Day. Ubtao's holy day takes place at the beginning of spring and is called "The Day of the Ancients." On this day, Ubtao's followers plant trees and gardens.

Dogma of Ubtao​

  • Protect and nurture the wilds.
  • Respect the balance of nature and the maze that is life.
  • Destroy those who would harm nature.

Vecna, the Whispered One​

Lord Vecna, also known as the "Master of the Spider-Throne," and the "King of Undead," is the deity of necromancy, dark magic, secrets, and avoiding death. He is the archenemy of the Raven Queen, as it is his goal to slay her and take complete control over the afterlife. He was restored to life by his second-in-command, the now Lich-Priest named Zilya Darkcord, and has many other demipower followers, like Kossyeth the Unknown, Zelkos the Fallen, and Elvara the Helmed. He also has two races of people that follow him, the Vezyi and Fehntüm, both undeath-bound servitors of the Master of the Spider-Throne, as well as allies with the Gloam Council of the Unseelie and the Nagpae. His home is deep within the Underdark of the Shadowfell, called the Underfell, where his races and people dwell.

Besides the races who worship Vecna, his followers typically consist of Liches and other Undead, Lore Bards, Arcana and Death Clerics, Spores Druids, Long Death Monks, Oathbreaker Paladins, Phantom Rogues, Shadow Sorcerers, Undead and Arcane Warlocks, as well as Necromancer Wizards. His followers all strive to avoid death and thwart the afterlife system.

Depiction. Vecna appears as a withered lich that has lost his right eye. He wears black and purple arcane robes, typically wielding the wand of orcus and a tome of the stilled tongue while sitting atop his spider-shaped throne.

Holy Day. Vecna's holy day takes place near the start of winter, beginning at dusk on the last full moon before the winter starts. It is called "The Night of the Watchful Eye," and on this is the only night of the year when Vecna allows his archmage followers to become liches.

Dogma of Vecna​

  • Thwart the Raven Queen at all costs.
  • Practice dark magic and other occult acts.
  • Do all that you must to avoid the eternal death that is being snatched.

The Vistaesh

The Vistaeah, also known as the "Old One," is a "new" entity, only being present in its current form for the past 1,000 years. However, it did exist before this, as the many deities who eventually sacrificed themselves at the end of the Catastrophe in order to protect the world from an infernal incursion. The Vistaesh serves Letherna the Raven Queen, and is revered by her followers.

Depiction. Described here.

Holy Day. Same as Letherna's.

Dogma of the Vistaesh​

  • Keep the balance of the afterlife.
  • Slay all incorporeal and sentient undead.
  • Respect the cycle of life.

The Yikare

The Yikare, also known as the "Great Link," is also a "new" deity, coming into existence after the destruction of the Weave with the death of Mystra, but only gaining the status of being a deity after a few centuries of being worshipped by the Yikkan Contingent. After the death of Mystra, the Weave was shattered and slashed to pieces, and the remnants of its threads became the jumbled ball of magic that is the Yikare. The Yikare has a sort of sentience unlike any other being in the multiverse, only wishing for the progress of magic, society, and learning. It is mostly worshipped by Yikkan Goblinoids, but is respected and revered by nearly all practitioners of magic.

Though the Yikkan Contingent has a long fued and rivalry with the Sheiohn Foulen and psionics, the Yikare holds no such grudge. It does not discriminate based on race as long as they are not working to destroy or possess it. This has led to the Yikare's dislike of Beholders and other aberrations who wish to prevent or destroy magic, as well as the Yikkan Contingent's hatred of Vecna, who wishes to own the Yikare.

Depiction. The Yikare has no physical form and cannot take one. One who can see magic will view the tangled blue cords that make up the Yikare, but this is not the metaphysical representation of this deity.

Holy Day. The "Day of Progress" is the Yikare's Holy Day, taking place on the last day of the year. It is run by her followers, typically mages or Yikkan Goblinoids, and they record all the progress they have made this year towards the spread of magic and knowledge.

Dogma of the Yikare​

  • Allow magic to spread across the world.
  • Protect all good practicioners of the Art.
  • Learn all that you can at all times and in all places.
Okay, that's it. Thanks for reading, and I would love to hear your thoughts before I make the huge section for Quasideities.
 
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Levistus's_Leviathan

5e Freelancer

Main Quasideities Part 1​

In Tor-eal, there are much more quasideities and demipowers than there are true deities. There are different groups and types of quasideities, from Seelie Archfey, Unseelie Archfey, the Bleak Ones, the Celestials, and others that have whole casts of demipowers. Due to this, I will first list the general quasideities that don't fit into a separate category, and later posts will contain those "demipantheons."

General Quasideities​

NameAlignmentWarlock PatronDomainsSymbol
Azraiv the BlessedLGThe Holy Champion*Light, WarA glowing longsword
Cazair the Cutting EdgeNEHexbladeDarkness, Trickery, WarA magical glass blade
Cylaera the NightmaidenCEArchfey, FiendTrickeryA black heart
Dendar the Night SerpentCEHexblade, Great Old OneDarkness*, TrickeryA coiled snake
Inferna the BlazingCGCelestial, FiendLightA sun surrounded by devil horns
Karsus the BloodyNEThe Arcane One*, Great Old OneArcana, KnowledgeA boulder spouting a geyser of blood
Keloke the WrightLGThe Constructed One*Forge, Knowledge, OrderA bronze gear surrounded by sparks
Larya the SwordmaidLEArchfey, Fiend, HexbladeWarA bloody longsword
Sehgawth the MaelstromCNFathomlessTempestSquid tentacles
Sephal'yin the Purple AngelLEGreat Old OneMind**, OrderTentacled angel wings
The AbominationCEFiend, HexbladeDarkness, WarThe screaming face of a tortured soul
Ustar the ShadowNEFallen*, UndeadDarkness*, DeathAn obsidian ghost
Ventra the ThirstyNEThe Arcane One*, UndeadArcana, DeathThe black profile of a vulture head dripping blood
ViremLNThe Constructed One*Forge, OrderA cube with coded symbols etched into it
* - homebrew subclass
** - subclass from Exploring Eberron by Keith Baker

Azraiv the Blessed​

Formerly known as the Sword of Zariel, Azraiv is now a completely sentient and independent entity from their former owner. Azraiv still serves as Zariel's weapon, but has its own followers and worshippers now. It has clerics who protect and defend innocent people, warlocks who hunt down evildoers, and paladins who imbue and create sacred weapons.

The Sword of Zariel gained complete sentience after the end of the Catastrophe, absorbing the spirits of its perished allies. As the angels that were being lead by Zariel perished, their spirits were channeled to the Sword of Zariel and melded with its inherent goodness to grant it more power and intelligence.

Appearance. Azraiv the Blessed appears as a glowing blue longsword.

Cazair the Cutting Edge​

Cazair the Cutting Edge is a spectral force, a new entity with no physical form. It was a cursed blade created by the Cult of Terror, who worship the Abomination. This blade was given sentience by its creators and its purpose is to corrupt the souls of the living, find hosts, and create even more nightmarish experiences to allow the Abomination to become more powerful. Cazair was so intelligent and manipulative that it was able to singlehandedly bring about the destruction of a nation and cause the Abomination's power to increase greatly. However, before Cazair was able to corrupt even more souls, the blade was destroyed by Zariel with a powerful strike of her blade, Azraiv.

Upon the destruction of the blade, the sentient spirit that was previously trapped inside the weapon was unleashed and freed from it being a servitor of the Abomination. This allowed it to pursue its own agenda, amassing enough followers to cause it to become a deity. In order to do so, it began making pacts with others, turning them into Hexblade Warlocks, gaining enough power to have clerics. Among Cazair's Darkness, War, and Trickery Cleric and Hexblade Warlock followers, it also has Zealot Barbarian, Whispers Bard, Oathbreaker Paladin, Bladeborn and Shadow Sorcerer, and Enchantment Wizards among its cult's ranks.

Appearance. Caizar the Cutting Edge is an incorporeal force, often appearing as an ephemeral blade to its followers.

Cylaera the Nightmaiden​

The daughter of the Dusk Queen Umbra and descendent of Asmodeus, Cylaera is a scheming, hyper-intelligent, fey-fiend hybrid demigoddess of temptation, lust, and jealousy. Her father was Zarych, the son of Glasya and Blooden, who was later slain by Inferna. Cylaera dwells in an underground fortress built into a volcano in the Feydark, known as Firegloom Castle. She rarely dwells in it for long, though, leaving to travel the rest of the planes and seduce and corrupt mortals.

Like Icaernei, though Cylaera is not an official member of the Gloam Council, she does have an alliance with them and is no fan or ally of the Society of Radiance. She has the ability to shapeshift and cast many types of enchanting and illusion magic. This comes from her fiendish-unseelie heritage, gaining her shapeshifting abilities from her succubus/incubus grandfather, illusion magic from her mother, and enchanting magic from her grandparents. Due to her magical powers, she has many children scattered across the realms. Many of her children are leaders of her clergy, known as the Children of the Black Heart. She, and her followers, strive to spread mischief and salacity across the world and create chaos in the realms.

Appearance. Cylaera is a shapeshifter, so she typically is in any form of her choice, but she does have a "true" form. This form is that of a scarlet-skinned, devil-tailed, devil-winged, short-devil-horned, orange-eyed, attractive pointy-eared fiendish eladrin. She has fiery-black hair, speaks with a smooth-tongue, and typically wears seducing clothing.

Dendar the Night Serpent​

Dendar is an ancient primordial, an elder evil who has existed since the dawn of time. Her followers are typically Yuan-Ti, but she does have followers among other humanoids and dragons, known as the Cult of the Basilisk. Her arch-rival is Ubtao, who guards the Gate of the Sealed Serpent, which protects the world from her escaping again.

Her followers believe that the world must be ended by Dendar in order receive eternal rest and balance. They feed Dendar through nightmares and terrorizing others, which they hope will eventually make her powerful enough to escape her prison, defeat Ubtao, and devour the world.

Her cultists are often Whispers Bards, Darkness and Trickery Clerics, Druids, Conquest Paladins, Assassin and Arcane Trickster Rogues, and others who terrorize others.

Appearance. Dendar appears as a colossal, terrifying serpent.

Inferna the Blazing​

Inferna the Blazing is a strange demigoddess, appearing as a fiery, fiendish angel with flames flickering around her body and an aura of exhausting heat emitting from her heated form. She is an intense and fierce being, as well as being physically attractive, having a determined and driven personality, and an intelligent and inventive mind. She gains these features from her parents, who are the former archdevil, now archangel, Zariel, and Arkazan, the Erinyes War-Duke of Baator. She was born while Zariel was an archdevil, and quickly made her way up the cast of the infernal hierarchy due to her prowess with combat and battle tactics, gaining a high rank serving in the Blood War. If she had remained with the devils, she would still be in the Outer Planes with her father and the other devils.

When Zariel rose and was redeemed to her former status as a solar, she tried to convince her daughter Inferna to join her as she left Avernus, but Inferna turned her down. As a reward, Inferna was granted the status of Archduchess of Avernus by Asmodeus, replacing the role left void by her mother. She remained as ruler for decades, until she was nearly slain through an assassination attempt carried out by a lower-ranking devil, but that she discovered was orchestrated by Asmodeus. She then realized the hypocrisy and contradictory nature of the Devils and decided to abandon the forces of Baator. However, she did not rise and become a celestial, she instead chose to travel to the Inner Planes and discover her new self.

She spent years travelling the Inner Planes and observing the world to decide what to make of it. She did so for long enough to watch the chaos that came about at the start of the Catastrophe, seeing all of the death, suffering, and chaos that came about. This made her decide that the how she had been raised was incorrectly, that the teachings of the devils were a false dichotomy. She had been taught that the lawfulness and totalitarianism of the devils would create an orderly and perfect world, but what she saw contradicted this. She saw that their "order" led to chaos and suffering and determined that devils and their philosophy were a pestilence upon the multiverse.

Through her experiences, she shaped her new self around her new beliefs. She had been indoctrinated by her people, and decided to turn against all of her origins and create her own ideology. She stopped being Lawful Evil, and became Chaotic Good, and made her new home be the Elemental Plane of Fire. She is still a fiend, has amassed followers among humanoids, dragons, giants, celestials, and elementals, and formed a teaching of freedom, passion, and charity that is spread across the world by her champions.

Her "church" is known as the "The Followers of the Flaming Sun." It is her church, but they do not worship her. Instead, they revere and respect her as their prophetess and ideological leader, the creator of their doctrine and way of life. Among her followers are Artillerist Artificers, Storm Herald Barbarians (Desert), Circle of the Sun* Druids, Sun Soul Monks, Freedom*, Redemption, and Devotion Paladins, and Evocation Wizards.

Appearance. Inferna the Blazing appears as a orange-skinned, flame-haired, pointy-eared, attractive angel, with some other remaining fiendish features. She typically wears a scarlet dress thats edges seem to be made of fire, and wields a steel-shield and flaming warchain.

Karsus the Bloody​

The ancient entity known as Karsus has existed for thousands of years, its origin now being unknown to nearly all of those who live on Tor-eal. He is known by multiple titles, from the "Mage of the Bloody Rock" to the "Master of Hidden Magic." He was a former archmage of an ancient empire known as the Netheril who attempted to save his people by killing and replacing the former deity of magic, Mystril. He temporarily became the deity of magic, but his hubris led to his nation's downfall and his death, becoming a vestige trapped on the Material Plane. Karsus has thrived in the years since the Catastrophe, as the lack of the previous deities has allowed his following to increase. He grants his followers arcane magic, forgotten secrets, and other obscure powers.

His followers are members of the Cult of the Blooded Boulder, and are typically practitioners of lost and obscure arts, such as Path of Wild Magic Barbarians, Lore Bards, Shadow Monks, Arcana and Conquest Paladins, Arcane Trickster Rogues, Wild Magic and Arcane Soul Sorcerers, Arcane One Warlocks, and Wizards. They vie for taking advantage of the Yikare and warping it under the control of their Master.

Appearance. Karsus the Bloody appears as a large boulder that is constantly trickling blood, and this blood erupts into a geyser as it speaks.

Keloke the Wright​

The Rogue Quarton Modron, Keloke the Wright, dwells in the High City of Lantoin and now exists as a demipower. Though Keloke is not worshipped by his followers, they do devote themselves to his ideals and goals, and the sheer amounts of his followers grant him this demigod-status. He is an advocate of invention, progression, and intelligence. He also started the Coalition of Innovation, the Lantoin-based faction of artificers and artisans. Keloke is also known as the "Master of Artifice" and "Lord of Lantanea."

Keloke lived in the Mechanus as a member of the modron forces in the third-highest rank of the Modrons. He went rogue when Mechanus was being conquered by the devils, fleeing to the Inner Planes to survive. He arrived at Lantan, and was able to help the people there rebuild their nation after the Great Sacrifice destroyed many of their inventions. This is how he raised to his current state of respect and following, and is also part of the reason that Lanatanea has progressed so much in the last 1,000 years.

Appearance. Keloke appears as a brass quarton modron, who typically sits on a crafted throne with many gears, buttons, and levers.

Larya the Swordmaiden​

Daughter of the Dusk Queen Umbra and Bane the Black Lord, Larya the Swordmaid is the twin sister of Cylaera the Nightmaiden. Also known as the "Warrioress of Tenebrosity," Larya is a strong, disciplined warlord that now dwells in the Shadowfell. Though she is the twin sister of Cylaera, they are fraternal twins with different fathers, and have very different personalities. While her sister is a chaotic, seducing femme fatale, Larya is a militaristic, scheming, regimented warrioress that formerly ran the army of the Gloam Council.

Her father, Bane, was slain when Vecna the Whispered One was reborn, as he killed all of the Dead Three in order to usurp them and absorb their power. She then decided to swear vengeance for her father and tried to convince her mother to go to war with Vecna and his forces, but she declined, and instead had a son with him, Ustar the Shadow. This lead to her abandoning the Gloam Council and traveling to a Domain of Dread in the Shadowfell, called Avatoch, where she began to train an army to crush her enemies. She even formed an alliance with the Raven Queen, as they share the goal of ridding the world of Vecna.

The followers of Larya are members of a cult known as the Legion of the Rebuking Blade, and is typically filled with Hexblade Warlocks, College of Swords Bards, War Domain Clerics, Battlemaster Fighters, Oath of Vengeance Paladins, Swashbuckler Rogues, Bladesinger Wizards, and other disciplined and intelligent characters.

Appearance. Larya the Swordmaid appears as a fatally attractive, tan-skinned, tall, red-haired, sword-and-shielded warrioress in plate armor with fierce yellow eyes.

Sehgawth the Maelstrom​

Sehgawth is an elder kraken that has dwelt in the depths of the oceans since the world was known as Abeir-Toril, being created by the gods to fight against the Primordials at the dawn of time. Shortly after this great war was finished, Sehgawth entered a deep slumber and remained in an underwater lair for thousands of years, hidden from the outside world. It was finally reawakened in 591 AGS (After Great Sacrifice) by a sahuagin that escaped the dominating powers of the Aboleths and wished to free his race from the tyrannical rulers of the oceans. Sehgawth immediately erupted from its lair in a furious tempest, obliterating many krakens and aboleths, and beginning the new resistance among the ocean-folk known as the Rising of the Awakened Deep. Now, the Aboleths are at war with the giants of Klörvak and the krakenspawn, sahuagin, and krakens of the Rising of the Awakened Deep for control of the oceans.

Sehgawth is not evil, as it only wishes for the freedom of the oceans from the rule of the tyrannical aboleths. Its followers are kraken priests, Fathomless Warlocks, Tempest Clerics, Druids, Storm Herald Barbarians, Oath of the Open Sea Paladins, Storm Magic Sorcerers, and others connected with the raging storms of the deep oceans.

Appearance. Sehgawth is an oversized kraken, about 10 times the size of a normal kraken, surrounded by crackling electricity and booming thunder.

Sephal'yin the Purple Angel​

Originally a powerful planetar servant of one of the Ancient Gods, Sephal'yin fell after the Great Sacrifice and was captured by illithids and became the first angel to undergo the process of ceremorphosis. This changed the previous celestial into a strangely angelic mind flayer, with a towering form and powerful psionic powers. This change transformed the planetar into a ulitharid, amplifying its abilities even moreso than before, causing it to become more than 20 feet in height. Its strange quasi-divine psionic abilities allow for Sephal'yin to travel around the Inner Planes to recruit followers to the Cult of the Pure Mind which is full of loyal sycophants and delusional power-hungry fanatics of psionic and aberrant powers.

Appearance. Sephal'yin appears as a huge mind flayer with angelic wings made of tentacles.

The Abomination​

Also known as the "Fearmonger" or "Eternal Tormentor," the Abomination was created by the Raven Queen as an amalgamation of all the worst and most terrifying moments and experiences collected from nearly every individual that has died in the known multiverse from the last 1,000 years. As more people die, their awful memories are channeled into the Punishment, and the worst ones are absorbed by the Abomination, causing it to grow even more powerful. Its followers believe that if it grows powerful enough, it will be able to escape the Punishment and destroy the multiverse.

Though the dreadful entity that is the Abomination is merely a figment created from the worst and most awful memories and experiences, it has true sentience and power, and can contact those outside of the Punishment and grant them magic and gifts. This allows for the Abomination's Cult of Terror to have Fiend and Hexblade Warlocks, Darkness and War Clerics, as well as Barbarians, Path of Whispers Bards, Conquest and Oathbreaker Paladins, Gloomstalker Rangers, Arcane Trickster Rogues, and other members such as these.

Appearance. The Abomination appears as a gargantuan fiendish monstrosity with a 7-horned, draconic-tarrasquelike head, fear-inspiring red eyes, a horrifying scabrous body with an out-poking spine, and 4 colossal, monstrous legs. It has 3 spiked-tails, fierce, under-biting jaws, spider-leg-like appendages, and the ability to emit a furious roar from its black, annihilating mouth.

Ustar the Shadow​

The shadowy empyrean known as Ustar the Shadow is the neutral evil child of the Dusk Queen Umbra and Lord Vecna the Whispered One. Both of these powerful deities are connected with dark, evil, and selfish powers, granting Ustar abilities of both his parents, but melded together into the ability to summon and control shadowy creatures and powers. He travels the multiverse on his mount, an Ancient Silver Shadow Dragon Death Cleric named Zarkala the Lady of Shade. Zarkala is the queen of Ustar's fortress in a Domain of Dread, known as the Chalice of Night. The Chalice of Night is made of obsidian, and is guarded by thousands of shadowy warriors.

His followers are typically those that practice phantom and shadow magic, such as shadow dragons, shadow mastiffs, shadows, nightwalkers, Phantom Rogues, Fallen Aasimar, Death and Phantom Clerics, and other casters. His cult is known as the Cult of the Nightshade and they wish to trap the world in a perpetual, magical night for all of eternity.

Appearance. Ustar the Shadow appears as a shadowy empyrean wearing blacksteel armor and a huge magical greatsword known as the Nightblade.

Ventra the Thirsty​

This powerful nagpa archmage was transformed into a vampire by the Dark Powers of the Shadowfell. She now dwells in a Domain of Dread called Vaksufar that is filled with thousands of tortured souls that have wandered into her demiplane during the last hundreds of years. She forms pacts with those who wish to gain power in exchange for them guiding people to her new home.

Her followers are known as the Church of the Guiding Vulture, and is full of arcane casters, fanatic cultists, and power-thirsty nobles who are promised eternal life.

Appearance. Ventra the Thirsty appears as a grey-feathered nagpa vampire with a bloody beak. She can transform into a red vulture instead of a bat.

Virem the Cypher​

The strange vestige known as Virem the Cypher, or sometimes just "The Cypher," has existed for thousands of years, but has only recently been discovered by the Archivists of Lantanea. Unknown to those living in the Inner Planes, this being has been known by a name beforehand, Primus the One and the Prime. Unlike the other Primus that was slain by Asmodeus in order to take control of the Modrons of Mechanus, this specific entity was dead long before the Catastrophe, slain by the ancient demon lord known as Orcus.

Over the course of the centuries, the vestige became forgotten by those living on Toril, as it lacked a purpose. However, with the deaths of may deities and other demipowers during the Catastrophe, it began to expand in purpose, and was warped into the new entity known as Virem. It was discovered in 763 AGS by the Archivists of Lantanea while they were creating the Grid, as it was tampering with the modems and creating coded messages. The artificers solved these codes and discovered that the Cypher was actually an entity that was trying to instruct them on how to improve their inventions. They began to revere it, even if they didn't understand it, and built a server specifically for it to communicate with them, known as the Dell of the Cypher.

Appearance. Though the Cypher has no physical form, it has a holographic form that appears as a face made out of coded numbers.
 
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Blue Orange

Gone to Texas
Wow, this is really impressive. Take one bit of lore gone differently and spin an entirely new setting out of it.

Wonder if you're going to have any visitors from the Domain of the Hourglass...er, Krynn...
 

Levistus's_Leviathan

5e Freelancer
Wow, this is really impressive. Take one bit of lore gone differently and spin an entirely new setting out of it.
Thanks! That was my goal, to take the FR and turn it into something completely different, while still having some similar aspects.
Wonder if you're going to have any visitors from the Domain of the Hourglass...er, Krynn...
No, I am going to leave out the other D&D settings, as they were cut off as part of the Great Sacrifice. Thanks for asking, though.
 


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